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las6
22
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Joined: 2nd Sep 2002
Location: Finland
Posted: 1st Apr 2004 10:49 Edited at: 1st Apr 2004 10:52
matrices do look ugly and run slower. At least when we are talking about bigger landscapes. On smaller ones, the difference isn't that big.

there's the texturing problem, draw order problem and so on...

it's a lot easier to get (or make) a simple function set to replace the matrices. and it's faster, even though it's not native thingy.
as for collision, You never needed to use the intersect object. matrices and their replacements are just 2d heighmaps. simple interpolation will do. And it is simple.
Plus how hard can it be to use something like GetGroundHeight2() instead of GetGroundHeight() ?


but yeah, upgrade 6 is quite "late". Eventhough everyone here says no "official" word has come out, there were at least 2 mods and 1 TGC member talking about releasing it before christmas. but as there's not Search in these forums I can't show it to you. Now look at where we are. Anyone remember Drake's wild guess about the release date..


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OSX Using Happy Dude
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Posted: 1st Apr 2004 11:23
I wasn't objecting to the sentance as such - just pointing out that using matricies can produce very good results.


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las6
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Posted: 1st Apr 2004 11:39 Edited at: 1st Apr 2004 12:38
edit:agh.


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OSX Using Happy Dude
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Posted: 1st Apr 2004 11:51
I haven't seen a case where its actually harder to use matricies that X objects.


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las6
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Posted: 1st Apr 2004 12:37 Edited at: 1st Apr 2004 12:40
I meant exactly what I said.
Sure, it's easy enough to get a matrix on your screen... but when we're talking about Good results, it's different thing altogether.

besides, Memblock matrices are even better and easier than .x objects. People had to use .x objects in DBC because there simply was no other way... now, you can skip that part and a have a landscape straight away.


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Andy Igoe
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Location: United Kingdom
Posted: 1st Apr 2004 14:06
I have not got a clue what you meen by object interpolation? I thought that was related to animation? So i'm confused as to your collision solution.

Also Van-B as you have broken the terrain down into so many tiny object then intersect object would be very fast because you only need to test against one piece, if you look at my Terra-X 3 height code above you can see that happening, that terrain has a maximum of 4000x4000 tiles before the code falls over. Each tile being large enough for a couple of large, smoothly modelled hills. Only the appropriate tile is tested against, which is very fast.

I wish I understood the object interpolation you discuss, perhaps I could make it faster !


God created the world in 7 days, but we're still waiting for the patch.
OSX Using Happy Dude
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Posted: 1st Apr 2004 14:14
I still think you can get good results with matricies.


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jrowe
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Posted: 1st Apr 2004 14:57 Edited at: 1st Apr 2004 15:04
Van B: Do you mean this? Storing all the vertices positions in a memblock or array (Since you use memblock matrices you'll just use the memblock he converted to a object) and then uses the vert positions, of the tile the player is on, and 3D trig to calculate the height at the exact X,Z position (where the player is). Sounds complicated to write down but it's probably a lot faster (speed wise not programming wise) than intersect object.


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las6
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Posted: 2nd Apr 2004 09:40
yes. that's exactly the thing.
take a simple landscape tile. Now it has 4 points. and two polys. (DBpro doesn't seem to like quads) First you simply figure out which poly you are in. or actually just the 3 points near to it. (You don't have to do this and just use quad, but this way it's a lot more accurate). that's quite simple, as they are always the same way. then you simple trig to interpolate the height difference based on your x,y pos.

(Linear) Interpolation is used everywhere.
Let's say you have two values. 100 and 200, for example.
Now if you want to get the value in between, all you need to do is get the difference (diff=200-100) and then multiply it with the "percentage" you wanted (diff=diff*0.5) and then add it to the start value (result = 100 + diff). And you get 150. simple as that.
Linear interpolation is just this simple, and all you need to figure out the height based on few points. (though there's 2 dimensions)

http://www.cs.brown.edu/stc/outrea/greenhouse/nursery/interpolation/itworks.html

there are, however, loads of ready code available at different places... so if you're lazy, you don't have to figure it all out.


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The admiral
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Posted: 2nd Apr 2004 09:52
Yes dbpro has some bugs but its is pretty stable and impressive now. You can produce games with it succesfully i am. If you dont like the product then just return it for a full refund and stop complaining ok we all got over it and just accepted that it can only get better and it has.

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