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Author Topic: More suggestions  (Read 2222 times)
ropley
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« on: 2006/12/05 10:58:49 »

I know these will probably be covered anyway, and let me say I'm really enjoying and learning from the tutorials. You're doing a great job!

I would like soonest:

Picking
Full-featured camera movement
Scene culling
Mesh animation - guess that will be tough!
Terrain

Not too interested in fleshing out the shader model (yet) - guess I'm keen to get to a stage where the engine can support prototypical games without worrying about making them look perfect. Not bothered about audio support yet, either. Or, for that matter, XBox stuff.

I also like your writing style so much that I think it would be worth spelling out your architectural choices in more detail. Please do explain how quaternions work - Wikipedia's entry goes off into ring theory and loses me very quickly!

thanks a bunch and keep up the great work.
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Chr0n1x
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« Reply #1 on: 2006/12/07 01:41:40 »

Wikipedia does a bit on Quaternions, but thats more the advanced math aspect with complex numbers etc. Although an explanation would be nice, I do not know if it can be understood properly without even a little knowledge in that subject. If you do thats fine, but i'm sure not everyone has it.
Although don't take this as me sugegsting this shouldnt be done, it really would be great, but at the moment it probably would be better for some practical tutorials, don't you agree.

Which brings me onto the start of your post...
Culling is coming very soon, should be one of the next few tutorials. Animation shouldnt be too far after that. We have learned Mike is good at Terrain generation and we can expect something on that soon enough, possibly after those. The picking im sure will be done soon, but in the meanwhile playign around might yield some results, I am pretty sure it is similar to the method for MDX, although there might be better ways to optimize it.
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mikeschuld
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« Reply #2 on: 2006/12/07 05:19:01 »

Of course there are better ways to optimize it Wink That's what you are here for.
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