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Article #1766Re: Maximum Overkill grap
From: Cyberman
Date: Thu, 17 Dec 1992 06:40
Date: Thu, 17 Dec 1992 06:40
37 lines
1877 bytes
1877 bytes
Sir J Madura spoke forth saying:
"Maximum Overkill graphics" toward
on 12-15-92 19:12
DJM> If you've seen the game and have any ideas on HOW the graphics were
DJM> done please let me know. I've only been familiar with standard polygon
DJM> imaging and then some texture-mapped polygons but the real-time
DJM> terrain in Commanche is something else.
hehehe nothing new really. There "NEW" technique isn't new
at all. They used fixed point arithmetic. AND I bet it must
be run on a 386 "or better" machine. hehehehe YEP. they
DEFINATELY didn't use FP. Maybe only for the translation of
the voxels (I doubt it though TO SLOW). Basically it's done
fixed point arithmetic which the 386 can do fairly fast.
Simply SCALE everything to a fixed number range and it works.
32 bit number work just fine. For example.
lets say they used a 16bit int with a 16bit fraction the
decimal range is +-32767.9999847 more than sufficient
acuracy for it. Lets say they have every scaled to an inch.
SO the world is something like +-2 billion inches gives a
range of 33893.364 miles bigger than they will ever need.
Writting the routines is not trivial but really they didn't
do anything spectacular. Creating fractaling compressed
worlds and expanding them quickly, THAT's impressive.
Stephen Cyberman@Toz.Buffalo.NY.US
Mangled on Wed 12-16-1992 at 19:00:32
... Don't ask me...I just lurk here.
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Path: arc1-ca.pugleaf.net!sparky!uunet!zaphod.mps.ohio-state.edu!ub!toz!cyberman From: cyberman@toz.buffalo.ny.us (Cyberman) Newsgroups: rec.games.programmer Subject: Re: Maximum Overkill grap Message-ID: <gate.q2ywVB1w165w@toz.buffalo.ny.us> Date: 17 Dec 92 06:40:13 GMT Lines: 37 X-Maildoor: WaflineMail 1.00r