Space partitioning revisited
And this time, I got it working fully!
And it is whooping fast. A level that would require 4135 sectors to be correctly rendered now only takes 272 sectors and renders much faster.
sample picture:

What this means for the project?
This means I can achieve BZK’s full modeling potential and create great maps. Creating maps from voxel is still available, of course, but this kind of resource is only a good option (in fact, the best option) for fast prototyping.
Im also VERY thrilled to announce that Angstron2 is going to happen on Maemo! This BSP compiling improvement allowed the engine to properly render complex levels in a aceptable speed on the 770. Stay tuned!
NativeClient?
Google’s new plataform sure looks interesting.But Im still facing some ugly issues on linking. But Im happy to announce that BZK does compile well (besides not having sound enabled) and Its very near to happen as a 3D Web Gaming game engine. Hold on for more details later!
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Recent
- Maemo-SDK+
- SVG rendering on C#
- some good news around the street corner…
- Angstron 2 released!
- BZK and lightning
- Angstron 2 – finishing touches
- How indie are you?
- Nokia Ovi store – Maemo left out
- WillItStand – Macintosh
- Angstron 2: Droid Hunter finished-almost
- Solaris + Ubuntu = Xandros – EeePC = problemas (meu dia de azar com UNIX)
- WillItStand? MyPassport
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