Right now I am basing my calculations on my maps regions. However, it
sounds to me like I need to look at the code for Jedi Quake or Audio
Quake and see how ID Software resolved some of these technical issues.
Any chanse you could mail me the JQ or AQ source off list to get a
look into the wworkings?
On 12/6/10, Cara Quinn <caraqu...@draconisentertainment.com> wrote:
> Good point!
> I was assuming here that Thomas's maps are immutable, but destructible (is
> that really a word? lol!) maps would definitely present this kind of issue.
> -So here we get back to the multiple approach sound manager paradigm, which
> to me at least, seems like really the only way to ensure a good audio
> representation of more than one environment coming into contact with each
> As far as being expensive though, Quake 1 was doing this fourteen years ago
> on really slow 486's so it's definitely doable. :)
> Out of curiosity, are you by chance using a particle type system to check
> for line-of-sight / path-finding, or basing your calculations on your map's
> Again, thanks for the cool thread!…
> Cara :)
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