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Trying to understand darkplaces source code

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  • don't hijack other threads please

    actually, I'm bored af, do whatever

    what's "intel boxen", and what model that was?

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    • https://github.com/Triang3l/WebQuake...ake/COM.js#L90



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      • Originally posted by vibok View Post
        don't hijack other threads please

        actually, I'm bored af, do whatever

        what's "intel boxen", and what model that was?
        A laptop I had some time ago. Integrated GFX.

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        • Why does Darkplaces Lack procedurally generated textures / terrain / planets?

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          • >A laptop I had some time ago. Integrated GFX.
            But your current works finely? What's the problem then? Wish you could be a tester.

            >Why does Darkplaces Lack procedurally generated textures / terrain / planets?
            quake was one of the first 3d games. Be glad it could render a wall.
            Study something like ogre3d or unity, it's more modern. Google "height map". Look at this: http://www.ogre3d.org/tikiwiki/SceneManagersFAQ http://www.ogre3d.org/tikiwiki/DCC+Tools

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