Portal Engine

Blitz3D Forums/Blitz3D Programming/Portal Engine

mak,
I was looking at it. Great work btw.
Its close to what i am looking for but i have decided to use meshes instead of height maps due to wanting to be able to add features such as tunnels or caves.

As for the reuse of your code. I need to be able to apply unique terrains/meshes. So if i had a collection of 50 different terrain/mesh land squares, it would organize them according to how i have designed the world.
ie organization of meshes/terrain numbers as follows

[2][5][12]
[33][2][21]
[31][4][9]

i was thinkin of just building a huge array with the mesh ids in them, but the difficulty is then figuring out how to see which ones will show. (currently working on a solution which uses the current user position as a lookup)

Your demo (albeit a great demo) only reuses the terrain. Even if i did this, i would still have the issue of how to check to see which game world objects (castles trees) need to be rendered.

BTW you may want to check the type you are using for handling the compass. Change the feet persecond to a high value, and start walking. Eventually the compass does some wonky stuff due to type conversion/overflow.

Thx though. It certainly has inspired me.