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  Scene Graph vs Level structure vs Maps......  (Read 1505 times)
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Offline Majick

Senior Newbie





« Posted 2009-08-17 13:37:59 »

Ok i have a few questions and i was hoping that someone here could help. I have been doing a lot of reading and i have to say that i am lost when it comes to structuring a level. I am working on an engine for a 3D FPS. Can someone point me in a starting direction? Has anyone worked on a FPS? I just can't wrap my head around level organization. 

EDIT: I'm using JOGL btw....
Offline delt0r

JGO Knight


Medals: 27
Exp: 18 years


Computers can do that?


« Reply #1 - Posted 2009-08-23 10:28:42 »

A good way to get an idea is to perhaps make a map or two for existing FPS. Or at least just have a look at whats out there.

I have no special talents. I am only passionately curious.--Albert Einstein
Offline Niwak
« Reply #2 - Posted 2009-08-23 14:01:22 »

The usual A way to learn coding FPS is to code a Quake 3 BSP renderer, then add collision detection,...

Edit : remove the usual by 'a' because, I really don't know if it's the usual way, but it is definitely a way to learn.
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Offline Markus_Persson

JGO Wizard


Medals: 16
Projects: 19


Mojang Specifications


« Reply #3 - Posted 2009-08-23 16:23:35 »

Is it?

Play Minecraft!
Offline Majick

Senior Newbie





« Reply #4 - Posted 2009-08-24 13:46:26 »

I've been doing a lot of reading about portal rendering. I think i understand the algorithm... My lack of understanding is centered around the organization of the actual file format for world geometry. Does anyone know of any milkshape tutorials that deal w/ FPS type level creation and exporting? Like, how can i get milkshape to export the map as sectors and portals correctly? <---This is what i'm having the most trouble with right now...  I'd like to focus on manual placement of portals until i understand things a bit more and then maybe use a BSP tree to do automatic placement.... but that's thinking too far ahead right now... Thanks for the replys so far...
Offline Roquen
« Reply #5 - Posted 2009-08-25 10:27:57 »

IMHO. Scene graphs are evil and BSP is a really bad way to represent interiors.

Assuming you're talking about interiors, then portals are (most likely) the best option...at least for the main PVS determination.  Writing code that takes unstructured geom and generates portals is not trival.  I'd suggest using a tool where the world builder (I assume you) defines them explicitly.  I know of no available tool for this task.
Offline h3ckboy

JGO Coder


Medals: 5



« Reply #6 - Posted 2009-08-25 11:23:24 »

I think nehe has a tutorial that uses a level file. It might be what your looking for.

http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=10
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