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:In other games, lights and shadows are added to level geometry with lightmapping. | :In other games, lights and shadows are added to level geometry with lightmapping. | ||
:There were experiments to bring lightmaps back to Oni. The technique come with a major drawback though. It doubles the triangle count and adds many textures. | :There were experiments to bring lightmaps back to Oni. The technique come with a major drawback though. It doubles the triangle count and adds many textures. | ||
; | ;In-game | ||
:When you are "inside" the game, running or playing it. | :When you are "inside" the game, running or playing it. | ||
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** Use '''quads''' of approximately 10 up to 20 meters in size to construct env geometry. | ** Use '''quads''' of approximately 10 up to 20 meters in size to construct env geometry. | ||
* Anything other than floors and simple walls will be made of triangles. | * Anything other than floors and simple walls will be made of triangles. | ||
** Geometry from CJBO works best with triangles. Quads might show holes | ** Geometry from CJBO works best with triangles. Quads might show holes in-game. | ||
'''Invisible pathfinding''' | '''Invisible pathfinding''' | ||
* '''AIs''' (or non-player characters, NPCs) need '''pathfinding''' data, usually shortened as '''bnv'''. | * '''AIs''' (or non-player characters, NPCs) need '''pathfinding''' data, usually shortened as '''bnv'''. |
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