Dark Bit Factory & Gravity
GENERAL => Projects => Topic started by: relsoft on April 19, 2007
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Enjoy!!!
http://rel.betterwebber.com/index.php?action=contents&item=Tutorials
Source and binaries (for now). Though I've commented it like a mad man to be understandable.
Sorry about the demo using sofware. My computer at the province can't run 3d accelerated stuff. :*) I'll make a GL version of the quadtree later tonight.
Hey guys, are there stuff in the code that would be incompatible with future FB versions?
(http://rel.betterwebber.com/mytutes/octreetute/tree_2.jpg)
(http://rel.betterwebber.com/mytutes/octreetute/tree_3.jpg)
(http://rel.betterwebber.com/mytutes/octreetute/tree_4.jpg)
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A lot of reading material there Rel :) Nicely done too from the looks of it as usual! Thanks for posting.
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Nice work! They're not just useful for rendering, they're useful when you want to carry out any localised work on a large object - it means you are easily able to find the set of polygons (or anything else) neighbouring any position without scanning everything.
Jim
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great stuff rel i think ill have to give you some karma for this and the other tuts!
btw since when was it possible to do oop in fb i just wish i had known about this before i started some of my stuff as it would have made life so much easyer!
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Thanks guys! It's also possible to use this for ver fast collision detection, fast triangle sorting and heirarchal z-buffers in software.
great stuff rel i think ill have to give you some karma for this and the other tuts!
btw since when was it possible to do oop in fb i just wish i had known about this before i started some of my stuff as it would have made life so much easyer!
Since about a year ago.
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Great work Relsoft, very useful indeed :goodpost:
++k;