Path: chuka.playstation.co.uk!news From: marc@eclipsesoftware.co.uk Newsgroups: scee.yaroze.freetalk.english Subject: Re: freeserve sees the light (and octtrees) Date: Mon, 05 Mar 2001 18:25:59 +0000 Organization: Netscape Online member Lines: 54 Message-ID: <3AA3DA37.78458588@eclipsesoftware.co.uk> References: <97pffv$deu1@www.netyaroze-europe.com> <97qq8k$7c1@www.netyaroze-europe.com> NNTP-Posting-Host: modem-41.barad-dur.dialup.pol.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.6 [en-gb]C-CCK-MCD NetscapeOnline.co.uk (Win98; I) X-Accept-Language: en-GB,en I agree! It'll be good to see some new games :-) Head over to the yarozescene (www.yarozescene.co.uk) and check out the competiton going on. Marc :-) Matt Verran wrote: > Hi Martin > > Looking forward to seeing these games! > > MattV > > Martin Keates wrote in message > news:97pffv$deu1@www.netyaroze-europe.com... > > Hello, > > > > today was a great day for science. Or, at least, suddenly I can see > > the yaroze servers using freeserve. Marvellous. Now I can check > > them every day instead of like once a month and possibly get > > actively involved with this thing and upload stuff and things. > > > > Anyway, I'm Martin, I got my yaroze right at the end of them being > > available. I've done a bit of 2D coding on it (couple of crap games > > which I'll upload now I can do it for free) but I'm basically a 3D man. > > My experience is in rendering (ray tracing, radiosity, volume > > rendering) and VR (culling, collision detection and so on). > > > > People were talking about octrees and what good they are recently. > > Well they are used a lot in rendering in particular ray tracing for > > improving ray-object intersections. Other approaches are regular > > grids or more generic subdivisions based on complexity. BB > > hierarchies aren't so good (for this). > > You could probably use octrees for culling and collision but BBs are > > so fast even for massive models that there's probably not much > > point. Anyway, as far as the yaroze goes, there probably isn't > > enough memory in it to implement much of a spatial management > > system - not such a general one anyway. I was going to try and > > use something specific to whatever game I *am* going to write > > someday. (high optimism there). > > > > I used Watt at university too (11 years ago...). I think Foley and > > Van Dam is better, but no idea about recent books. > > > > later, > > Martin. > > > > > >