23 Mar 13, 12:06PM
(This post was last modified: 23 Mar 13, 12:06PM by Ronald_Reagan.)
As far as I know, no other occlusion technique is used.
The AC codebase is pretty big, and not very well structured. For example, I recently found the command and code for "togglegrab" was in the bot code. Because, you know, access to basic SDL functions is totally relevant to bots.
Most of the devs working on AC right now have not been around long enough to know the entire codebase, and understand how it all works. Probably the person with the most knowledge would be eihrul, who would probably know mostly about the cube code (so, the bulk of it). Throughout the rest of the dev team everything is pretty much covered in terms of knowledge it seems. If a dev doesn't know something, they figure it out for themselves.
If you think about all maps that get good performance, they include a lot of solids and the style of the map makes it seem natural.
If you want to learn more of the occlusion, I suggest reading up some material on the cube wiki: http://cube.wikispaces.com/ (which iirc includes some history), or the creators wiki: http://strlen.com/ (which iirc includes some talk about what he was doing). I remember reading a bit about what Wouter did in terms of occlusion, however I forgot where I found it.
If I had to guess about another form of occlusion that was happening, I would guess that the fog would be doing some. I'm not really sure though.
The AC codebase is pretty big, and not very well structured. For example, I recently found the command and code for "togglegrab" was in the bot code. Because, you know, access to basic SDL functions is totally relevant to bots.
Most of the devs working on AC right now have not been around long enough to know the entire codebase, and understand how it all works. Probably the person with the most knowledge would be eihrul, who would probably know mostly about the cube code (so, the bulk of it). Throughout the rest of the dev team everything is pretty much covered in terms of knowledge it seems. If a dev doesn't know something, they figure it out for themselves.
If you think about all maps that get good performance, they include a lot of solids and the style of the map makes it seem natural.
If you want to learn more of the occlusion, I suggest reading up some material on the cube wiki: http://cube.wikispaces.com/ (which iirc includes some history), or the creators wiki: http://strlen.com/ (which iirc includes some talk about what he was doing). I remember reading a bit about what Wouter did in terms of occlusion, however I forgot where I found it.
If I had to guess about another form of occlusion that was happening, I would guess that the fog would be doing some. I'm not really sure though.