Yeah, I recall Pimpypoo muttering something about that system (which is fair enuff, its cheap and cheerfull but does suffer from issues), however if that bridge/underpass on CS is dynamic then something very crazy is going on ;) I'd say without fail that its a BSP object, so as to how the...
yeah, the lighting in HL2 is pretty sweet, it certainly works better on static models ofcourse, but its nice and thanks to the pdf I wouldnt mind copying it for my own reasons at a later date ;)
(I do love game companies who give out the details like that)
Their shadow algo is a bit poopy...
ah right...
depends on your def of 'real time' i guess, the factors are probably encoded into a texture and a lookup is done to work out the scattering factor (with a bit of maths to allow for light/camera positioning)
*wonders how close it is to atmosphere scattering*
coz i've got an...
Holographic mapping was the fault of Tim Sweeney, he refered to it as such, which it pretty much is as the image is dependant on the angle of the camera, which holograms are also dependant on.
edit: I've got the code to the OpenGL implimention 'somewhere' using the assmebler interface, i'm...
parallax/offset/holographic/displacement mapping (ner, i know 4 names :P ) is a pretty easy and cheap effect anyways, iirc only a few extra instructions in an assembler shader from what i can recall (i'll really have to re-read the thread on the OpenGL forum of the guy who came up with it) so...
Duel/quad core CPUs will be the answer for better physics, offloading to yet another board really wouldnt help imo, but being able to spawn a thread or two to parrallelise the work would certainly help things along
D3D and OpenGL are just interfaces to the same hardware, both are can the samething given the same hardware, its a matter of programmer skill and API knowledge.
I really wish the screen shots to the v-tales engine were still publicaly availble,it would blow your mind and prove to the doubters...
currently with HL you can setup 'zones' into which you can detect collisions. So setup a zone for where you want the boat to lower its ram and once the boat enters it call the boats 'lower ramp' function which will start the ramp lowering.
As I said, pish easy.
pfft, pish easy, just setup a zone on the beach (*waves to the mappers*) and when the boat hits it trip the 'lower ramp' routine and bobs ya mothers brother...
forget VC6, dont buy it, regardless of how cheap you can get it, its broken and wrong and i've done a few rants on the subject :)
VC++03 should be enuff for you, its basicaly VS.Net03 with all the extra unneed stuff stripped out and just for C++.
HOWEVER, I'd hold out, the Express Edition...
Correct, OpenGL and OpenAL do only support the things mentioned HOWEVER the simple C interface is often alot easier for people to learn with when compared to the great fun which is COM and 'everything in a class' way of DX.
Also, there is the SDL, which is a crossplatform library which...
C++ is pretty much still the industry standard, certainly when it comes to games.
C# is making a rise in the applications field for which is is idealy suited, as well as the web field (although alot of people seem to prefer VB.Net for that)
Java is still king atm when it comes to Enterprise...
hehe, I wouldnt count on it... well, it might be easier to do simple things but if the engine is half as complex as i think it is you're gonna need to be half competant with C++ to get any where... which lets onions out for starters :naughty:
I just find that threatening my computer with a picture of onions does the job for me ;)
As for mistakes, missing ';' are easy to find, its when you put an EXTRA one at the end of an 'if(...)' line which causes the condition to execute all the time and cause god knows how many headaches....