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[21:12:04] <ZutGu> hi
[21:13:09] <Baastuul> QUATSCH
[21:13:41] <ZutGu> quatsch?
[21:24:09] <Baastuul> German word meaning "rubbish" (in the sense of silliness, not garbage)
[21:25:37] <morth> parvoice
[21:25:52] <ZutGu> :P
[21:27:00] <Baastuul> What's parvoice?
[21:28:03] <morth> portuguese word meaning "rubbish" (in the sense of siliness, not garbage)
[21:28:32] <Baastuul> Ahhh :)
[21:28:43] <morth> hehe
[21:28:49] <wjp> onzin!
[21:29:07] <ZutGu> hehe
[21:29:09] <Baastuul> What language is that? :)
[21:29:14] <morth> lol
[21:29:15] <wjp> dutch of course :-)
[21:29:33] <Baastuul> Ahh, I was thinking that, but was not real sure :D
[21:29:48] <ZutGu> Roskaa!
[21:30:04] <ZutGu> finnish word meaning "rubbish" (in the sense of siliness, ((not garbage)) :P
[21:31:17] <Baastuul> heheheheh
[21:31:20] <Baastuul> http://img24.exs.cx/img24/7783/rotj-remaster1.png
[21:32:02] <ZutGu> little dark pic
[21:32:19] <servus> Is Yoda toking?
[21:32:27] <Baastuul> I believe so.
[21:32:34] <Baastuul> The guy on the left looks creep.y
[21:32:35] <Baastuul> creepy.
[21:32:43] <servus> Now we know why he couldn't learn English after 900 years.
[21:32:49] <Baastuul> haha
[21:33:00] <ZutGu> hehe
[21:33:43] <servus> I wonder if anyone would be interested in a 3D Ultima 7... Hmm :-)
[21:34:04] <Baastuul> I think it's called Morrowind harhar
[21:34:06] <Baastuul> just joking..
[21:34:10] <ZutGu> :O
[21:34:14] <ZutGu> :P
[21:34:18] <Baastuul> hehehe
[21:34:26] <ZutGu> what's so funny :P ?
[21:34:38] <servus> *Shrug*. I made my own 3D map viewer already -- the map files hold all the 3D data necessary, but to do it right, the maps should be recreated -- I'd add lots more wilderness between cities, because the world is just too small!
[21:34:45] <Baastuul> Nothing. :)
[21:34:58] <ZutGu> servus
[21:35:04] <ZutGu> can I see your own 3d map viewer :P ?
[21:35:11] <Baastuul> Servus, sounds cool. I'm sure with enough effort and motivation you could get something working. :)
[21:35:27] <servus> http://geocities.com/russell_figowitz/images/Misc/u7.jpg
[21:35:47] <servus> That was the first thing I did in Direct3D, so... yeah, it's crap.
[21:36:35] <servus> Shows that they really give you all the 3D data, though.
[21:36:52] <ZutGu> yea
[21:37:21] <Baastuul> loading slowly here.. i hate dial-up... and downloading stuff while loading other stuff at the same time :)
[21:37:30] <ZutGu> 8)
[21:37:34] <ZutGu> btw
[21:38:02] <ZutGu> no fence but every 3d remakes and so called Ultima Mods for example morrowind sucks
[21:38:17] <ZutGu> well, not every 3d remakes but those mods :P
[21:38:25] <Baastuul> Yeah, I hate Morrowind mods. Most of them are so unstable and buggy.
[21:38:32] <servus> Yeah. It's not really a 3D remake, so much as a different way to view the map data.
[21:38:33] <ZutGu> I hate even morrowind :P
[21:38:34] <Baastuul> The TES Construction Set is hard to work with, too.
[21:38:46] <servus> It was just an exercise.
[21:39:06] <ZutGu> Exult is best fan project so far in ultima series :)
[21:39:15] <ZutGu> next will be probably pentagram
[21:39:59] <ZutGu> servys: so what are you making anyway? U7 in 3d or ?
[21:40:14] <wjp> nuvie and xu4 are doing well too
[21:40:27] <Baastuul> What do they do?
[21:40:34] <wjp> U6 and U4, respectively
[21:40:36] <ZutGu> true
[21:40:37] <servus> I'm not working on it. It is just a gimmick, really, but it works :-)
[21:41:39] <ZutGu> and release date is 2050 ? :P
[21:41:52] <ZutGu> just kidding...
[21:43:29] * ZutGu yawns
[21:47:17] <ZutGu> servus: it would be nice to see your project in action...
[21:48:54] <servus> If I released it, I'd remake it from scratch. It wasn't that complicated, and I've learned a lot.
[21:49:06] <servus> I wonder just how modular the map-rendering part in Exult is...
[21:54:53] <servus> Hmm, I still have the sourcecode, actually... Just need to get the DirectX SDK...
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[23:18:39] <ShadwChsr> hey :)
[23:22:00] <wjp> hi
[23:33:00] <ShadwChsr> How does the Pentagram renderer work? If I remember correctly, it uses a sorted render list and draws the items sequentially based on their order in the list, right?
[23:33:21] <ShadwChsr> As opposed to just rendering the world on the fly based on some sort of internal structure (arrays, etc)
[23:36:47] <wjp> pretty much, although it's not really a sorted list
[23:36:58] <wjp> every item has a list of items that have to drawn before it
[23:38:51] <ShadwChsr> Ahhhh, interesting
[23:39:36] <ShadwChsr> My main question is how do you determine how to generate or regenerate the list?
[23:39:47] <wjp> we just generate it every frame
[23:39:49] <ShadwChsr> Are they pre-calculated based on their chunk, or is the entire viewable area done at once?
[23:39:52] <ShadwChsr> ahh *nods*
[23:40:12] <ShadwChsr> Is that an area for improvement or does it not cause that much of a performance hit?
[23:40:50] <wjp> things seem to be fast enough
[23:40:58] <ShadwChsr> *nods*
[23:41:16] <ShadwChsr> I'd put my engine on hold for awhile but I'm really getting back into it now.
[23:41:44] <ShadwChsr> The map data is a basic structure with no references/pointers to objects directly related to the game engine (ie/ rendering, loaded tile graphics).
[23:42:17] <ShadwChsr> The "viewport" loads the blocks that need to be rendered, caches them, then prepares a cache of the pointers to the tiles, etc. It sorts them into a list based on their bounding boxes.
[23:42:37] <ShadwChsr> The game objects implement IWorldRenderable which has a render method, a property for the bounding box, and a property for the world position
[23:43:07] <ShadwChsr> The main thing I'm dealing with right now is how to handle that render list, if the blocks themselves should have mini-render lists that the main one uses
[23:43:41] <ShadwChsr> And how to handle updates to the list - ie/ an object moves and needs to be resorted. I might just do what you guys are doing and completely recalculate the list every frame for now.