Path: chuka.playstation.co.uk!news From: "John \( QuietBloke \)" Newsgroups: scee.yaroze.freetalk.english Subject: Re: freeserve sees the light (and octtrees) Date: Wed, 7 Mar 2001 08:01:06 -0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 106 Message-ID: <984pnc$bmm1@www.netyaroze-europe.com> References: <97pffv$deu1@www.netyaroze-europe.com> <9814tp$9v31@www.netyaroze-europe.com> <981coo$9v33@www.netyaroze-europe.com> NNTP-Posting-Host: host62-7-103-165.btinternet.com X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.50.4522.1200 X-MimeOLE: Produced By Microsoft MimeOLE V5.50.4522.1200 hmmm... Ive not really compared the two. From what I remember of the old one and the new most of it is still the same. It does have some nice extra's though. Before I bought the new one I looked up BSP trees and it just had the 2-3 pages on them. The new one has those same two pages but later on when talking about the graphics pipeline it talks about BSP trees and how they can be used for hidden surface removal. I also see a whole chapter on Mapping techniques. It talks about 2D texture maps but it now also talks about billboards ( 1 page ) and lightmaps ( precalculated lighting ) which I dont recall being in the 2nd edition. So... its basically the same I think. I wouldnt spend valuable drinking money on it but Im glad I got it. Ahh well.. time to go to work. Cheers John ( QuietBloke ) "Peter" wrote in message news:981coo$9v33@www.netyaroze-europe.com... > Oops...sorry, I was so busy waffling that I forgot the reason I was posting. > Is the latest version of the Watt book much different to the second edition? > I'm kind of skint this month so I don't want to waste good drinking money > unless I really have to. What do you reckon? > > > "John ( QuietBloke )" wrote in message > news:9814tp$9v31@www.netyaroze-europe.com... > > Nice to have you back here Martin. > > Im afraid it was me asking the octree question.. and whats worse it that > Im > > sure there will be many more to come. Ive taken a step back at the moment > > and decided to begin at the beginning. I actually got hold of a Pure > > Mathematics book and started wading through that to re-learn hence the > total > > lack of a project coming from me at the moment but very soon now Im gonna > > get stuck in to some coding again and Im sure Im gonna come up with some > > daft questions > > > > As for the books. Would you believe I actually had an old copy of Watt's > > book. I keep running out of shelf/desk space so I have boxes of books and > > when I looked back there it was. Having seen the cover I remember I bought > > it just when it came out as a 2nd edition after reading a review of it ( > > according to the book it was in '93 !.. was it THAT long ago ? ). Anyway.. > > things have moved on a bit so I bought the latest revision of it and its > > actually making a lot more sense this time round. I probably will get > Foley > > & Van Dam too but from what Ive heard its heavy reading so Im gonna wait > > till things sink in a bit more before I tackle that one. > > > > eeekk.. Im waffling again... > > > > as I was saying.. welcome back and where's those games ? > > > > John ( QuietBloke ) > > > > "Martin Keates" wrote in message > > news:97pffv$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. > > > > > > > > > > > > > > >