Announcement

Collapse
No announcement yet.

Trying to understand darkplaces source code

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • don't hijack other threads please

    actually, I'm bored af, do whatever

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

    Comment


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



      Comment


      • 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.

        Comment


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

          Comment


          • >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

            Comment

            Working...
            X