Login Register

This week...

Hi dojoers,

Last week is kind of researching week for me... since a lot of things came to me... From interview with Google Sydney (I am applying to work with Google) till "wet week" (people from NSW, AU should know this... Last week was raining all the time)... What have I been researching is what is the best data structure to support the 3d environment graphic? Especially for scene management (such as BSP, Octal, and soon) I also researching for best math calculation to boost the performance... Anyone know about camera management? At the moment, my camera is quite a bit suck... I would like to know more about n-DOF (Degree of Freedom)... If anyone has information about those, I would really appreciate if you can share a little bit to me... Ah! Lately, all sudden my head full of ideas... I just posted a project idea into forum and contributor mailing list... It is about including sound support into DOJO (If you interested go link)...

Personally, I'd like to see

Personally, I'd like to see BSP used, since I know GTKRadiant can export them, as well as blender. But, I'm sure many different formats could be supported.

I know that the Nexuiz project is using a game engine called "Darkplaces" that is an improved quake 1 engine. It's extremely efficient, so I'm sure some of the algorithms used in it will be very fast if it's translated to javascript. You may want to get in touch with the developers of DP, and Nexuiz. There's also a lot of documentation on how it works on it's site, I'm sure you'll find it helpful.
http://icculus.org/twilight/darkplaces/technotes.html

why choose

I guess if you design it properly you can abstract the scene manager out so you can swap them. Then you can start with the easiest implmentation and move to more complex ones. Would also mean you could load in models from different eternal librarys such as the original Quake BSP based map files for example. Or perhaps this is too tricky...?

yes... I already thought

yes... I already thought about that... at the moment, the scene manager is very basic one which is listscene... just dump the list of the object into rendering engine... of course I made it as abstract class for easy changes... well I already searching quite a lot of book about this... they seems poorly explained about those things (even I specificly choose book that says something like data structure in game programming)... I already looked at the link of DarkPlaces engine... It is good one... but I need to spend a lot of time to study... Hmm... That would be interesting idea to load model from Quake... I am also thinking about which format should I use for loading 3d model... Maybe I will make it easy so that user can add its own loader... Dunno... I will post about this topic as well...