Re:How Much of a Genius-Level Move Was Using Binary Space Pa...
by paulryanrogers on Tuesday June 11, 2024 @11:33PM
(#40654196)
Quake 1 and 2 did this as well. I wasted so much time with details that later got botched by the vertex compression. I think Quake 3 had vertex animation too, but they split the character at the hips so it could face away from the direction of travel.
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Re:How Much of a Genius-Level Move Was Using Binary Space Pa...
by trilinearnz on Wednesday June 12, 2024 @01:14AM
(#40654779)
The hip swivel worked well, functionally, but I always lamented how stiff the character animation looked because of it.
Was the vertex compression responsible for the wobbling/swimming effect you'd see on models, when running Q1 and Q2 in OpenGL mode?
Re:How Much of a Genius-Level Move Was Using Binary Space Pa...
by paulryanrogers on Wednesday June 12, 2024 @08:24AM
(#40657271)
Yes