When OBB’s Collide!
Quick, somebody cover When Worlds Collide for me (by Powerman 5000 for those that just plain aren’t cool). As mentioned in the previous post today we’re going to be discussing OBB’s (Orientated Bounding Boxes) and how to tell if two of them collide or not. Luckily for us I was able to come across a [...]
Bounding Boxes! Fun for the family!
Well this is the last bit of geometry that we need in our application. After this it’s all about navigation mesh generation (and as such don’t expect as often and as detailed of posts as it’s very uncharted territory for me). There was one surprise when implementing the bounding boxes and that was in the [...]
M2s have arrived! Behold the glorious trees!
Well that time is finally here. We are going to get the last remaining bit of data (at least right now) into the application. There may be other things we need later, and off the top of my head I can say for sure bounding boxes are needed which we don’t have in there all [...]
WMO is Me!
Back from a bit of a break (and a lot of pulling on my hair getting this ready) to show everybody here how to handle WMOs. You wouldn’t believe how much of a pain it was to convert my old junk code into quality looking code; however, I have done it just for you! (not [...]
Getting thirsty? Everything you wanted to know about WATER!
Well this next installment will be a bit easier (assuming you’ve been paying attention) and is going to cover only two areas. The first obviously will be adding water to our map. The second is going to be loading multiple ADT files (just a quicky on a hack method so you can play with it).
