Development > Newbie Coding

Idea for visibility, black blocks

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DarkRain:
Covered with smoke screen? No way, you can't even throw two or so smoke (Or fire, gas or any combination of them) grenades without some smoke particles failing to be spawned — there is a limit to the number of particles that can be spawned in game (plus some people have reported a big performance hit when there's a lot of smoke or fire on screen)

Sandro:

--- Quote from: madrsihands on April 28, 2015, 03:06:45 am ---What are the main roadblock for implementing a graphic visibility system?  Is it within the game engine itself that limits a visibility system, or is it difficult to implement in a Quake game?  I've seen Quake games where weapon fire illuminates the surroundings, but come to think of it I've never seen a Quake game where you can shine a flashlight around (unless its the modern engine).

--- End quote ---

That case is complicated. And flashlight and visibility system are two different things. For example, flashlight was implemented in a Half-Life, but it used a hack (virtual spot light). Doom III uses a true flashlight, and it is still based on the similar engine architecture.
Visibilty is the other thing, engine already does it for many things, but rendering of it is not supported by the current engine, and WILL requre a somewhat different rendering approach. To be exact, a some sort of "visibility shadow" should be calculated, and the engine (currently) does not have any provisions for that. Alas :(

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