mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-24 05:11:42 +00:00
44 lines
2 KiB
Text
44 lines
2 KiB
Text
These are my personal ideas for how I hope things will develop.
|
|
|
|
- Portal vis system. Have distinct borders between rooms, such that
|
|
the door can close and completely eliminate the blocked off room for
|
|
vis tests.
|
|
|
|
- Remappable portals. Exension of above, to allow changing which room
|
|
is on the far side of a portal. (assuming doors are exact same size)
|
|
|
|
- Room duplication. Since you can change what door leads to what
|
|
room, add the ability to copy the room. This would specifically mean
|
|
reusing the static (including visibility and texture) data between
|
|
each instance, while the lightmaps and such info would be given
|
|
independent data for each instance.
|
|
|
|
- The above items would give you the ability to have randomly
|
|
generated maps. You'd have a base map which would have one of each
|
|
room you wanted available, then you'd pick between them, connecting
|
|
portals and duplicating rooms as necesary. You also could (would have
|
|
to) modify the multiple-texture mechanism currently used for button
|
|
animations to allow each instance of the room to have a different
|
|
texture chosen, which would allow each base in TF have different
|
|
coloured walls.
|
|
|
|
- Variable-detail models. Have 3 or 4 different versions of the same
|
|
model, each with a different amount of detail/polygons. You could
|
|
then make it switch between them either based on range, detail levels
|
|
chosen, or preferably a combination of both.
|
|
|
|
- Skeletal model animations. Nothing special here. Just seems alot
|
|
more suitable than vertex animations.
|
|
|
|
- "Inverse kinematics". Or whatever you want to call it. Basically
|
|
just stuff about moving legs and such in a realistic way.
|
|
|
|
- "Skin Bones". Basically extra bones added to the skin of
|
|
high-detail models, that attach to the underlying bones, used so the
|
|
skin stretches in a realistic way when you move.
|
|
|
|
- Variable-detail walls. Same thing as a variable detail model, but
|
|
you don't need a skeleton. It'd be fixed to a specific place on the
|
|
map/wall. Used for extra bits of detail that aren't necesary for
|
|
using the map, like having a high-detail statue vs a low detail one.
|
|
|