Doom monster
Register | User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Special Interest > Eternity > The extent of Eternity's portals
 
Author
All times are GMT. The time now is 00:49. Post New Thread    Post A Reply
printz
CRAZY DUMB ZEALOT


Posts: 8887
Registered: 06-06


How far can I go with portal-rendered areas in Eternity? Preferably linked portals, because I'm interested to let the objects pass them.

For example, is it possible to render a city, canyon or any large outside area with a top layer that connects all the outside sectors (I know it's possible, but how much)? And make it very-very tall, so that flying objects can be seen very far away up?

Or make a 3d void world with islands in all directions. Is there a maximum rendering distance, or portal count limit? Can I make visible geometry as far as I like even beyond (lots of) portals?

Old Post 03-18-10 21:59 #
printz is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Mancubus II
Purple is not a breakfast color


Posts: 1940
Registered: 02-03


I say test the limits!

Old Post 03-19-10 00:29 #
Mancubus II is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Graf Zahl
Why don't I have a custom title by now?!


Posts: 7769
Registered: 01-03


It depends on how the renderer works. If it's still all fixed point for coordinates you will have to be careful that the added distances don't become too large but considering the inherent limitations of the map format it's unlikely to get there.

I think with the ideas you have you will run into performance issues much sooner than into real map limits.

Old Post 03-19-10 08:14 #
Graf Zahl is online now Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
kristus
Megablast!


Posts: 10620
Registered: 07-00



Graf Zahl said:
If it's still all fixed point for coordinates you will have to be careful that the added distances don't become too large but considering the inherent limitations of the map format it's unlikely to get there.

If you're referring to the stuff in the Doom renderer that cause lines to jiggle when you long along side them. Then no. Cardboard is a much more exact engine than any other Doom port got. It doesn't even got flat bleeding.

Old Post 03-19-10 09:36 #
kristus is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
esselfortium
A Major Doomworld Concern


Posts: 6618
Registered: 01-02



kristus said:

If you're referring to the stuff in the Doom renderer that cause lines to jiggle when you long along side them. Then no. Cardboard is a much more exact engine than any other Doom port got. It doesn't even got flat bleeding.


Well, flat bleeding and...sparklies or whatever you'd call those are different things. Flat bleeding is the bug-feature used for vanilla light transfers/deep water/etc. :)

But yes, EE's flat rendering is precise enough that it doesn't have sparklies around their borders like the ones seen in that RTC-3057 shot.

__________________
essel.spork-chan.net - doom stuff, artwork, and music by esselfortium

Old Post 03-19-10 09:42 #
esselfortium is online now Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Graf Zahl
Why don't I have a custom title by now?!


Posts: 7769
Registered: 01-03



kristus said:

If you're referring to the stuff in the Doom renderer that cause lines to jiggle when you long along side them. Then no. Cardboard is a much more exact engine than any other Doom port got. It doesn't even got flat bleeding.




No, I mean general geometry calculations. If portals get arranged so that when factoring in the displacement between the 2 parts the distances get too large there could be overflows if fixed point is used in some part of the renderer.

Old Post 03-19-10 10:09 #
Graf Zahl is online now Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Quasar
Moderator


Posts: 6088
Registered: 08-00



Graf Zahl said:
No, I mean general geometry calculations. If portals get arranged so that when factoring in the displacement between the 2 parts the distances get too large there could be overflows if fixed point is used in some part of the renderer.

We still have a few of those lurking about. I'll probably get rid of them as they are actually found by users, similar to the Sunder MAP10 problem :) Most of the renderer is floating-point now.

Old Post 03-19-10 11:10 #
Quasar is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
All times are GMT. The time now is 00:49. Post New Thread    Post A Reply
 
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Special Interest > Eternity > The extent of Eternity's portals

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.