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InsideQC Forums • View topic - Engoo

Engoo

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Re: Engoo

Postby Spirit » Thu Mar 14, 2013 5:04 pm

Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
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Re: Engoo

Postby qbism » Thu Mar 14, 2013 5:12 pm

... IN DOS?! :shock:
Surprised due to DOS memory constraints.

Stainparticles is a fascinating concept. Is there a way to check particle collision while drawing surface blocks? Then stuff doesn't have to be precalculated and stored... as cached particle overlay surfaces?

The particles don't have to be precise, maybe a 'particlemap' modeled after lightmap could be used. Instead of blending, a discrete pixel would be written whenever a threshold is crossed, filtered through a dither lookup.
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Re: Engoo

Postby leileilol » Thu Mar 14, 2013 5:18 pm

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Re: Engoo

Postby qbism » Fri Mar 15, 2013 1:38 am

OK, I've just got dithering on the brain.
So a particle hits a surface... does code delete the particle and run 'R_AddStainparticle' similar to FTE 'R_AddStain''? Or is the particle turned invisible, flagged, and scanned somehow for impact location after surfaceblocks?
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Re: Engoo

Postby leileilol » Fri Mar 15, 2013 10:03 pm

I'd want to skip drawing of the particle totally if it's within the wall.



Also , while trying to experiment to add echo to the sound system, I accidentally muffled sound effects however it's staticy. I might be able to utlilize this 'effect' for underwater...
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Re: Engoo

Postby mankrip » Fri Mar 22, 2013 7:58 am

Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
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Re: Engoo

Postby leileilol » Fri Mar 22, 2013 4:14 pm

I would have a second 'mix' surfaceblock.
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Re: Engoo

Postby mankrip » Fri Mar 22, 2013 6:04 pm

Padding the surface cache at mix time after the R, G and B channels have been processed wouldn't allow to be implemented, because it requires the texture and the lighting to be processed differently (wrapping the texture's edges, while expanding the lighting's edges), so you would still get in all surfaces.

Well, at least the speed gains would be retained.
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Re: Engoo

Postby leileilol » Fri Mar 22, 2013 7:05 pm

I'm not too concerned with fixing the kernel filtering at this point (especially when dealing with C spans contradicts the aim for performance, and i'm not sure if this rgb abrash surfblock theory is faster than my current c surfaceblocks yet (which I optimized quite a bit out of since to the point where I think something slow is happening in MarkLights)).

The strange waterwarp particles crash in Windows is more fatal, and now i'm starting to see a strange bug appear involving trail particles causing them to suddenly jump and make a long line. ugh
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Re: Engoo

Postby mankrip » Sun Mar 24, 2013 5:36 pm

Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
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Re: Engoo

Postby leileilol » Mon Mar 25, 2013 12:18 am

No that's not the same bug. Sometimes the particles THEMSELVES will suddenly move, not the same as calculating a trail from the new entities' now void origin.

This started happening after I installed VC6 SP5.... hmm!

At least I keep a public svn repository so I can go back and see what the hell I did wrong.

EDIT: Rolled back to VC6 and the bug went away. Hmm!
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Re: Engoo

Postby leileilol » Mon Apr 01, 2013 6:51 am

Image
Please, do not adjust your set...
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Re: Engoo

Postby ceriux » Mon Apr 01, 2013 4:49 pm

is that like a quad effect ?
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Re: Engoo

Postby ceriux » Mon Apr 01, 2013 4:49 pm

is that like a quad effect ?
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Re: Engoo

Postby ceriux » Mon Apr 01, 2013 4:49 pm

is that like a quad effect ?
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