OBD talk:AKEV: Difference between revisions

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If we ever need to "versionize" AKEV as a whole (rather than its components), then the 12.0 float at the end is a good candidate for a version number, or flags, or whatever. It is not used by the current engine. The name "inchesPerPixel" seems to indicate that the float is a leftover from dynamic lightmapping, and that lightmaps were supposed to have a consistent resolution for all the geometry in a level, whether they were stored on disk or generated on-the-fly somehow. "Twelve inches per pixel" means that light/shadow pixels (texels) were once the size of a square foot (30.48 by 30.48 cm). This may seem coarse, but would have helped by blur/interpolation. --[[User:Geyser|geyser]] ([[User talk:Geyser|talk]]) 13:52, 23 June 2021 (CEST)
If we ever need to "versionize" AKEV as a whole (rather than its components), then the 12.0 float at the end is a good candidate for a version number, or flags, or whatever. It is not used by the current engine. The name "inchesPerPixel" seems to indicate that the float is a leftover from dynamic lightmapping, and that lightmaps were supposed to have a consistent resolution for all the geometry in a level, whether they were stored on disk or generated on-the-fly somehow. "Twelve inches per pixel" means that light/shadow pixels (texels) were once the size of a square foot (30.48 by 30.48 cm). This may seem coarse, but would have helped by blur/interpolation. --[[User:Geyser|geyser]] ([[User talk:Geyser|talk]]) 13:52, 23 June 2021 (CEST)
P.S. It is not clear at this point what versioning would be required at AKEV level, if any. Lightmapping can be set up at AGQG/AGQR level, so that leaves gameplay features: climbing (ladders/ledges), swimming, advanced pathfinding for the AI. Maybe these things should be "versionized" at sub-AKEV level, and not at top level, but I honestly haven't researched much yet. --[[User:Geyser|geyser]] ([[User talk:Geyser|talk]]) 15:29, 23 June 2021 (CEST)
P.S. It is not clear at this point what versioning would be required at AKEV level, if any. Lightmapping can be set up at AGQG/AGQR level, so that leaves gameplay features: climbing (ladders/ledges), swimming, advanced pathfinding for the AI. Maybe these things should be "versionized" at sub-AKEV level, and not at top level, but I honestly haven't researched much yet. --[[User:Geyser|geyser]] ([[User talk:Geyser|talk]]) 15:29, 23 June 2021 (CEST)
{{OBD}}

Latest revision as of 16:02, 4 May 2022

If we ever need to "versionize" AKEV as a whole (rather than its components), then the 12.0 float at the end is a good candidate for a version number, or flags, or whatever. It is not used by the current engine. The name "inchesPerPixel" seems to indicate that the float is a leftover from dynamic lightmapping, and that lightmaps were supposed to have a consistent resolution for all the geometry in a level, whether they were stored on disk or generated on-the-fly somehow. "Twelve inches per pixel" means that light/shadow pixels (texels) were once the size of a square foot (30.48 by 30.48 cm). This may seem coarse, but would have helped by blur/interpolation. --geyser (talk) 13:52, 23 June 2021 (CEST) P.S. It is not clear at this point what versioning would be required at AKEV level, if any. Lightmapping can be set up at AGQG/AGQR level, so that leaves gameplay features: climbing (ladders/ledges), swimming, advanced pathfinding for the AI. Maybe these things should be "versionized" at sub-AKEV level, and not at top level, but I honestly haven't researched much yet. --geyser (talk) 15:29, 23 June 2021 (CEST)