: Transparency == less speed
Well offcourse, but there is a lot which can be done with transparancy (Spht'Kr-helmet, trooper's helmet, energy balls/shields/rays etc.)
Good thing I didn't mention glowmaps (or god forbid even DOT3 bump-mapping :)
I read a while ago you had a particle-sytem in mind?
As of now I've modeled the monsters including an animated gun-flash. If your particle-system can take this over it would be much more sophisticated. (and lessens the need for transparant flashes)
: ~40fps I think it was, on an Athlon 1800+ @ ~1.2ghz (Long story, it's
: underclocked)
: If and when I implement vertex buffers this should roughly triple.
: Interpolation is working (NO BONES FOR YOU!), but no frames to animate to
: yet.
How do you see the animation be done (eventualy)?
Static poses which get inbetweened by interpolation?
The poses replace the frames/sequences from Marathons Shapes?
Or a whole new set-up, including a soundtrigger for certain poses? With customized new animations, multiple randomized different attacks/walks/idles/flings and deaths and such.
(Oooh, for the wishlist: an animation/rigging editor with live updates including particles and sound, must clean laundry too.)
: Not pushed into Marathon - E0 has been written from scratch. There's not a
: single line of code from Marathon - it can't open Marathon WAD files
: (About time they got overhauled anyway). And yes, it has a Meshwork
: parser.
Awesome, do you envision Meshwork a proper building tool?
Can models have bounding-boxes too? This way one could create organic landscapes (big mesh), even the coveted Balcony & Bridges or a real 3D-map instead of Marathon's 2.5. Oh well, now I'm at it, this could even create the possibility of mountable vehicles, can I pre-order a Juggernaut with the pink leather interior already? ;p