More maprestriction in next AC?
#20
(19 Nov 11, 02:24AM)Mael Wrote:
(19 Nov 11, 01:46AM)tempest Wrote: You have to remember that Cube 1 maps aren't truly 3D.

Someone explain this notion to me. Is this referring to the way lighting is done, that each cube's(And entity's) position on the X&Y axes is locked, both, or something else?

From what I can see in the map engine, that's basically it.

Here's how I understand it. It may not be totally correct (though I couldn't tell you where), but it has made my brain hurt less to think about it in these terms.
The information about each map (.cgz file) is basically 2-dimensional, with cubes and entities having a mysterious property referred to as "height." Treating height like an exotic property allows the cgz files to save dramatic amounts of room, keeping them nice and compact, even for very large maps.
Once the map is plugged into the 3d-rendering engine of AssaultCube, however, the "height" property is interpreted as an additional z-axis for the viewer's eyes and voila! A 2-dimensional map is given a 3-dimensional interpretation. The price of interpreting height in this manner can be seen as an increase in graphics statistics -- client-side lag -- if too many entities and cubes display height. This is why having more solids and fewer mapmodels can eliminate lag: solids don't display height properties.
Hence, Cube 1 maps are basically 2-dimensional. Care should be taken to avoid saying that AssaultCube itself is 2-dimensional, however -- or else the players wouldn't be able to jump up onto the platforms.
Thanks given by:


Messages In This Thread
More maprestriction in next AC? - by shad-99 - 18 Nov 11, 08:14PM
RE: More maprestriction in next AC? - by Mael - 18 Nov 11, 08:31PM
RE: More maprestriction in next AC? - by Alien - 18 Nov 11, 09:53PM
RE: More maprestriction in next AC? - by al3rt - 18 Nov 11, 11:38PM
RE: More maprestriction in next AC? - by Luc@s - 22 Nov 11, 09:12PM
RE: More maprestriction in next AC? - by Mael - 19 Nov 11, 02:24AM
RE: More maprestriction in next AC? - by V-Man - 19 Nov 11, 12:53PM
RE: More maprestriction in next AC? - by Alien - 19 Nov 11, 01:47PM
RE: More maprestriction in next AC? - by Alien - 19 Nov 11, 07:59PM
RE: More maprestriction in next AC? - by Alien - 19 Nov 11, 08:55PM
RE: More maprestriction in next AC? - by Aekom - 19 Nov 11, 11:09PM
RE: More maprestriction in next AC? - by V-Man - 20 Nov 11, 12:59AM
RE: More maprestriction in next AC? - by Aekom - 20 Nov 11, 01:35AM
RE: More maprestriction in next AC? - by V-Man - 21 Nov 11, 12:24AM
RE: More maprestriction in next AC? - by Bukz - 21 Nov 11, 09:47PM
RE: More maprestriction in next AC? - by Alien - 21 Nov 11, 11:54PM
RE: More maprestriction in next AC? - by Bukz - 22 Nov 11, 12:02AM
RE: More maprestriction in next AC? - by Alien - 22 Nov 11, 12:17AM
RE: More maprestriction in next AC? - by lucky - 22 Nov 11, 06:34AM
RE: More maprestriction in next AC? - by lucky - 22 Nov 11, 07:45AM
RE: More maprestriction in next AC? - by Bukz - 22 Nov 11, 08:12AM
RE: More maprestriction in next AC? - by Alien - 22 Nov 11, 07:43PM
RE: More maprestriction in next AC? - by Luc@s - 22 Nov 11, 07:49PM
RE: More maprestriction in next AC? - by V-Man - 22 Nov 11, 09:10PM
RE: More maprestriction in next AC? - by Luc@s - 22 Nov 11, 10:10PM
RE: More maprestriction in next AC? - by Bukz - 23 Nov 11, 12:00AM
RE: More maprestriction in next AC? - by V-Man - 24 Nov 11, 10:43PM
RE: More maprestriction in next AC? - by Luc@s - 26 Nov 11, 04:13PM
RE: More maprestriction in next AC? - by Alien - 26 Nov 11, 09:47PM
RE: More maprestriction in next AC? - by Bukz - 07 Dec 11, 09:36AM