Re: [Warzone-dev] Projectile Fixes

2006-11-29 Thread Dennis Schridde
Am Mittwoch, 29. November 2006 07:25 schrieb zz zz: This is not really your definition of square is it? ;) +radSquared = psStats-radius * psStats-radius * psStats-radius; that is radCuded,to save a temporary variable in that function,I used the same variable name for radSquared

Re: [Warzone-dev] data storage format

2006-11-29 Thread Christian Vest Hansen
2006/11/29, Giel van Schijndel [EMAIL PROTECTED]: The only comment I've got on your XML-file is the inconsistency in notation of techLevel /. Both ZNULLREPAIR and LightRepair1 are of level ALL, for the first you simply write it down as ALL, for the last you use the number -1. I'd use numbers for

Re: [Warzone-dev] Projectile Fixes

2006-11-29 Thread Per Inge Mathisen
On 11/29/06, Dennis Schridde [EMAIL PROTECTED] wrote: What I just thought of (totally off topic): Does perhaps GL offer some way of doing vector math like this? (Add 2 vectors and calculate it's length.) No, but you can abuse shaders to do it, if you are really desperate for more speed ;-)

Re: [Warzone-dev] Projectile Fixes

2006-11-29 Thread Angus Lees
On 11/29/06, zz zz [EMAIL PROTECTED] wrote: Again just curious: When I thought about an own engine (a long while ago) I had the idea to use hitbubbles instead of hitboxes, so I don't need to check whether something is between all sides of the box, but only need to compare the distance to the