May. 4th, 2003

wolfwings: (Default)
Two 640x480 screenshots )

Not much else to say, really. The trails are constructed with a linked-list currently, though I think I may have to change that to specifically support perfectly-smooth trails behind objects.

Also, need to figure out a correct matrix-math sequence to handle the transformation of width to 3D coordinates better. The second screenshot, especially, you can see errors in the transformation at certain oblique angles.

The original math for it in the Q3A codebase... is horribly broken, and it took me much fiddling to even get it looking this good. Bleah. Still, it runs beautifully, with the aura trails being smoother the higher your framerate, automagically. So in a way they automatically get choppy if your framerate gets choppy, scaling down as needed.

Looking over my code, I'll probably have to gut and rebuild it AGAIN to handle properly-smoothed aura trails, but that'll be a final, complete revision. Have to make a linked-list of arrays of vertices that entities can draw from, like a pool. I.E. Instead of storing every single pair of vertices as a seperate entry in the linked-list, store groups of 16 or possibly 32 vertices, and allocate those as needed. This may actually reduce memory usage for the structures.

I swear I should have been a LISP programmer... Rant ahead... )

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