--
[ Picked text/plain from multipart/alternative ]
Oh I see!

or no block at all ;)

Thanks,
Lakario

----- Original Message -----
From: Josh Coyne
Sent: Tuesday, April 23, 2002 8:38 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] 1000+ are nice?

I think that was their 'streaming' software screwing up on you.

An ingenious way to bypass the strict memory limitations of the PS2 was to
chop up the city streets into blocks and only render the block you're in(and
maybe some neighboring blocks)

----- Original Message -----
From: "Nathan Taylor" <[EMAIL PROTECTED]>
To: "HLCoders" <[EMAIL PROTECTED]>
Sent: Tuesday, April 23, 2002 3:40 AM
Subject: Re: [hlcoders] 1000+ are nice?


--
[ Picked text/plain from multipart/alternative ]
One problem with LOD is that if you don't do it just perfect you get some
really nasty effects.  Take GTA3 for example.  Since the game contains so
many thousands of polys on the screen at once they created an LOD but the
problem is the LOD has difficult determining you distance, I was driving
down the road when the road literally disappeared because I "wasn't" close
enough to it. I personally don't know how hard it is to master, but Rockstar
is a very competent development team and they obviously had difficulty.

- Lakario

----- Original Message -----
From: Sebastian Steinlechner
Sent: Monday, April 22, 2002 2:52 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] 1000+ are nice?

> yeah i guess they are, but by the time CZ comes out Unreal2 with its
> 5000+ tri models and 100,000 wpolys (that's on a geforce2 even) will be
> out too...

Actually, you can't tell me there are really 100,000 polys on the screen.
But it looks like. I guess the biggest thing why the HL engine is outdated
is the fact that it does not support LOD. Take Serious Sam as an example.
There you can define that e.g. stairs automagically reduce their poly count
when you move away from them. You don't really notice it, and it saves a lot
of polygons. Same with models. Though you can implement a simple lod for
player models in HL (just as HolyWars did, IIRC).
And HL still supports full software rendering. You can image that eats a
hell lot of cpu time. Even if you are in hardware mode.

I might be wrong with that, but that's how I see it.

cya,
TheTinySteini

_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcodersGet more from the
Web.  FREE MSN Explorer download : http://explorer.msn.com
_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcodersGet more from the Web.  FREE 
MSN Explorer download : http://explorer.msn.com
_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

Reply via email to