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