[CF-Devel] Darkness
crossfire-devel at archives.real-time.com
crossfire-devel at archives.real-time.com
Thu May 20 15:04:46 CDT 2004
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Yeah, getting some issues related to unknown area. I seem to get god results
for now, fixing the issue and then will suggest a change. Am pretty sure i
can build some fast algorithm which cares of the fact he doesn't know the
value of a square.
Stay tuned :)
Le jeudi 20 Mai 2004 09:16, Mark Wedel a écrit :
tchize wrote:
>
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Problems in the interpolation algorithm. In when i look at code, it's not
>
an interpolation algorithm but an extrapolation using the horizontal and
>
vertical light lines running thru center of squares. So problems at corner
>
(diagonals informtions not used).
>
Will change it to use some bilinear interpolation (should give correct
>
result at good performances)
As the person that originally wrote that code...
There are lots of problem with trying to interpolate the darkness code.
That is because it often isn't set for all the spaces around the spaces you
are trying to fill it.
The problem is really apparantly for blank spaces. You have no idea if the
space is dark, or just empty. One might think you can always treat these
empty spaces as completely dark, but then you start to get odd issues
relating to things like the edge of the map, or even internall dark areas.
Think of something like:
DDDDD
- -----
.....
Where D are blocked (dark) spaces, ----- is the wall, and ..... is visible
area. You really don't want to use the D spaces to figure out what the wall
should look like (imagine a case where the wall is well illuminate, eg, a
light source on each of the . spaces.
The real solution is to redo all that code on the client/server. Instead
of the client having to try and figure out relative light/darkness of each
space, the server could simply say 'these are where the light sources are'.
I had sent out mail a little while back about new protocol command to deal
with all of that - haven't had time to work on it yet.
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David Delbecq
d.delbecq at laposte.net
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