From 793d54d86e508e293f4a2352389a0044b5b82f2d Mon Sep 17 00:00:00 2001 From: dizzy2003 Date: Sat, 20 May 2017 13:57:10 +1000 Subject: [PATCH] Update README.md --- README.md | 16 +++++++++++++++- 1 file changed, 15 insertions(+), 1 deletion(-) diff --git a/README.md b/README.md index 5b0b431..81454b8 100644 --- a/README.md +++ b/README.md @@ -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..