Update README.md

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@ -25,21 +25,35 @@ occasionally still ask me about data formats so they can dig them out themsleves
*BrainDump*
I tried compiling the code, but theres a lot of errors..
We used DirectX before it did hardware vertex transforms, at some point VertexBuffers came along and I seem to recall Eddie Edwards implementing their use.
a prim is simply a mesh (lampost etc)
There is no soft skinning characters are seperate meshes
The floor is a heightmap with a vertical offset possible for the kerbs see pap.h
The building meshes were created on the fly from wall data that could generate N stories high of side wall building.cpp
Fence meshes and fire escape meshes were similarily created on the fly
The editor allowed placement of waypoints and control code for ai. as well as map creation
The data set was limited to run on a 1 Meg Playstation1 (PSX)
Theres code for features that never shipped like a motorbike and a grappling hook with rope physics, also once
mav is the sequel to nav, it handles mavigation :)
I also had a tendency to increment the letter of a file type with new versions so map.h eventually became pap.h (much of the code was written with a 8.3 filename restriction)
yes we had pee physics
Thing could be considered a cpp base class
MapWho is a bullfrog thing, essentially a 2d spatial array that objects in the world attach themselves to as a linked list for fast spatial lookups
upon a time the building all had procedural internals, also sewer systems..
once upon a time the building all had procedural internals, also sewer systems..