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Gaming > Development Programming Algorithms > Re: negative z ...
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Re: negative z coordinates

by Tom Plunket <gamedev@[EMAIL PROTECTED] > Sep 1, 2007 at 10:21 PM

Jim Langston wrote:

> > Should Be Land, I'd say.  Actual Games have constraints beyond being
> > Properly Engineered, and shearing polygons is not necessarily a
"program
> > bug" if the act of scissoring pushes you over your frame time.  :)
> 
> As long as the program recognizes that the POV may move into an object
and 
> do something about it, whatever it is.  I've always found games where
you 
> can look outside the world (POV inside the side of a mountain) as not 
> properly adressing the situation. 

Shearing != viewing outside the world.  :)

I would agree that poking through the world is a bug.


-tom!

--
 




 8 Posts in Topic:
negative z coordinates
bob@[EMAIL PROTECTED]   2007-07-31 01:58:39 
Re: negative z coordinates
Tom Plunket <gamedev@[  2007-08-05 01:08:42 
Re: negative z coordinates
"Jim Langston"   2007-08-13 17:10:30 
Re: negative z coordinates
Tom Plunket <gamedev@[  2007-08-16 16:29:45 
Re: negative z coordinates
"Jim Langston"   2007-08-19 01:23:11 
Re: negative z coordinates
Tom Plunket <gamedev@[  2007-08-28 18:08:25 
Re: negative z coordinates
"Jim Langston"   2007-08-31 17:41:12 
Re: negative z coordinates
Tom Plunket <gamedev@[  2007-09-01 22:21:34 

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