Search found 45 matches

by afritz1
12 Nov 2019, 02:37
Forum: Off Topic
Topic: Does OpenMW have concepts of "absolute coordinates" and "cell coordinates"?
Replies: 5
Views: 620

Re: Does OpenMW have concepts of "absolute coordinates" and "cell coordinates"?

Yeah, the reliability is one thing that stands out about cell coordinates. I think the 3D (well, 2D) transform math should be pretty easy too. In the unlikely event I allow wilderness to generate far beyond the fixed 64x64 size, then it would be trivial to make that happen with cell coordinates. I e...
by afritz1
11 Nov 2019, 17:17
Forum: Off Topic
Topic: Does OpenMW have concepts of "absolute coordinates" and "cell coordinates"?
Replies: 5
Views: 620

Re: Does OpenMW have concepts of "absolute coordinates" and "cell coordinates"?

So when a cell is loaded in OpenMW it never has its own relative coordinate system, it's just instantiated at some 3D coordinate in the world then. I was wondering whether I should store Arena entity coordinates relative to their current cell and render them relative to the player's current cell so ...
by afritz1
08 Nov 2019, 17:14
Forum: Off Topic
Topic: Does OpenMW have concepts of "absolute coordinates" and "cell coordinates"?
Replies: 5
Views: 620

Does OpenMW have concepts of "absolute coordinates" and "cell coordinates"?

In my Arena engine I need to break away from using absolute coordinates for everything so I can properly represent some of the original game's quirks like infinite interiors and wrapping terrain outside the walls in cities. I also need to be able to load the wilderness in chunks because trying to lo...
by afritz1
06 Oct 2019, 21:17
Forum: Off Topic
Topic: OpenTESArena 0.10.0 Released!
Replies: 4
Views: 924

OpenTESArena 0.10.0 Released!

Hello all, I was finally able to get wilderness generation implemented, and all cities on the world map now have their wilderness from the original game that the player can explore. CD version support is also now on par with the floppy disk version, so if you have Arena from GOG, it should work. I b...
by afritz1
09 Apr 2019, 04:07
Forum: Off Topic
Topic: OpenTESArena 0.9.0 Released!
Replies: 11
Views: 2771

Re: OpenTESArena 0.9.0 Released!

I could use some help with this pull request if anyone knows Travis CI. Clang on macOS is using an older libstdc++ or something when it should be using libc++, so only a subset of C++17 features are available. https://github.com/afritz1/OpenTESArena/pull/147
by afritz1
06 Apr 2019, 20:44
Forum: Off Topic
Topic: OpenTESArena 0.9.0 Released!
Replies: 11
Views: 2771

Re: OpenTESArena 0.9.0 Released!

By the way, just upgraded to C++17. Maybe OpenMW can do the same. I know there's been talk for a while.
by afritz1
01 Apr 2019, 17:16
Forum: Off Topic
Topic: OpenTESArena 0.9.0 Released!
Replies: 11
Views: 2771

Re: OpenTESArena 0.9.0 Released!

Atahualpa wrote:
01 Apr 2019, 09:44
Not an April Fool? Really not?
Reverse-reverse psychology. "There's a release? Wait, no there's not. Wait, yes there is". I knew the risks of posting it today, but I said on Twitter that I would try to get it released before April (which I did -- it was still March 31st where I am :P)
by afritz1
01 Apr 2019, 05:25
Forum: Off Topic
Topic: OpenTESArena 0.9.0 Released!
Replies: 11
Views: 2771

OpenTESArena 0.9.0 Released!

Hello, it's been a while since I posted a release here. The highlights of 0.9.0 are distant land, sky, and space rendering, and being able to enter and exit palaces. I hope you enjoy it!

https://www.youtube.com/watch?v=erflKPFAIOU
by afritz1
04 Mar 2019, 18:59
Forum: Feature Requests and Suggestions
Topic: Unlimited Light Sources with Clustered Forward Shading
Replies: 34
Views: 7151

Re: Unlimited Light Sources with Clustered Forward Shading

You're probably right, I guess I was just curious if it was even something worth looking into. It seems pretty complex after reading some of the Detroit: Become Human GDC slides (although that's the AAA way of doing it -- of course it's going to seem complex. I was looking more for the "simplest met...
by afritz1
04 Mar 2019, 17:11
Forum: Feature Requests and Suggestions
Topic: Unlimited Light Sources with Clustered Forward Shading
Replies: 34
Views: 7151

Re: Unlimited Light Sources with Clustered Forward Shading

I'd be interested in looking into implementing some kind of clustered forward or forward+ rendering for my Arena engine, since there's a few places in Arena where there's more than 5 or 6 lights touching the same space and it'd probably be slow to handle that the naive way. It might help a lot with ...