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
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
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 ;-)
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