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Author Topic: Not portal engine using CS  (Read 3969 times)

« on: July 07, 2005, 10:52:58 pm »

Tell me please.
I develop game engine using large, open-air areas. Can I use CS or it is better to search somewhere else.

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« Reply #1 on: July 18, 2005, 10:43:20 am »

Well the reason for the use of portals instead of open air maps is to increase efficiency. You'd find even in the best of commercial games that maps are not always in whole but split into chunks.

But if you mean terrain, there are terrain tests in CS that shows a large portal-less area (though I cannot recall how to use them right now). I think the celtest might be portal-less too.


Stop emailing me with scary CS questions! Direct your emails to jorrit or thebolt!

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« Reply #2 on: July 26, 2005, 12:09:12 pm »

If you want to use only outside scenes, you may consider using an other form of scene manager, like OCTree.  You could use Ogre3D for this.
If you want to use both outside and inside scences, you may take a look at Irrlicht.  It support for both in the same map, but it is still in version 0.11.0.
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« Reply #3 on: July 26, 2005, 06:54:06 pm »

Just to make this clear.. Nothing in CS prevents you from not using portals and it will be efficient for outdoors too (and to mix).
For examples of this, look at PlaneShift for example.

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