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Level data design

Started by Joe Forhens Jan 2, 2003 at 9:33 AM 3 replies 250+ views
Original Post
Joe Forhens
Joe Forhens
First of all , Hello and Happy new year I wish your wishes come true . I would like to ask you a few things about level data structure here . I will try to explain everything so i leave no gaps at what i would like to do . I would like to start my own FPS engine using Direct3D. Don't care if i will manage to implement what i intend to . It might take me years , but i hope i will . Now , after having completed 2 simple engines i want to move forward and create a nice one . I am at the stage where i need to decide what geometry i should use . -First of all , triangle lists,strips or fans ? Indexed or non-indexed ? What would give me the best rendering performance ? What do modern engines use ? . What would you suggest ? pros - cons ? -How should i store my triangle data (so that i could use dynamic lighting and shadows) ? How does you engine or how do modern engines (doom3 , splinter cell (which comes from UT2003)) store triangles ? I really need help on this decision . -Space partitioning . I will start making a level editor . Should i care about bsp trees or octress from the beginning or it would be no problem if i implemented space partitioning techniques later ? Those are a few basic questions that arise . Actually , don't think i am a n00b who wants to do the next technology engine . I already have experience and i am open to learn as much as possible .Please give me some constructive looooooong posts Wish you gl Thank you all [edited by - Joe Forhens on January 2, 2003 10:36:23 AM]
Thank you all :)
Joe Forhens
Joe Forhens
Mmm.. anyone ? plsss explain at least how your engine stores triangles .
Thank you all :)
Krisc
Krisc
I have never done a 3D Engine but all I will suggest is using an pre-used file format, like load a .utx map or a .bsp file. And remember, if you load the .utx maps, the new ones, you can add cool lighting and physics to your engine.

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Joe Forhens
Joe Forhens
Thx , but i will make my own map format . Or at least i will try to , even if i fail . Any help guyz ?
Thank you all :)
Dreddnafious Maelstrom
Dreddnafious Maelstrom
All of the above man. you need to use indexed primitives where available, non-indexed otherwise. Use triangle lists for your terrain, use triangle fans when representing spherical objects or if use plan on using CLOD. dont worry about space partitioning until you get there. I''d brute force it until it becomes no longer practicle. write down a pipeline and start coding your objects, get a functioning framework and then go back and add functionality. The short answer is everything that you think you have to make a decision between will be everything that you need to implement. If you want an actual engine and not just a one-app wrapper you are going to have to code for lots of "|" situations. Best advice, build a functioning mean and lean template and slowly add objects to it, otherwise you might forget why you are putting yourself thru all this torture.

Best of Luck,

Dreddnafious Maelstrom

"If I have seen further, it was by standing on the shoulders of Giants"

Sir Isaac Newton
"Let Us Now Try Liberty"-- Frederick Bastiat

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