Polyobject Flat Rendering

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Expand view Topic review: Polyobject Flat Rendering

Re: Polyobject Flat Rendering

by SeventhSentinel » Wed Mar 02, 2022 9:20 am

The SRB2 devs simply accepted that limitation. They (and modders) only use polyobjects such that they never leave the sector they spawn in. (I'm pretty sure the primary reason for this was that they couldn't figure out how to render polyobjects correctly in software mode once they left the sector. I haven't checked for myself, but I'm told movement on the polyobject still works correctly after crossing the sector boundary in SRB2.) They still manage to use them as horizontal platforms and hazards, rotating platforms, and plenty of other things that follow a predefined path. So while I absolutely agree that the ideal solution is complicated as you've described, Graf, there's still tons you can do with them given a less elegant implementation.

In any case, it would be nice to render polyobject flats at all, even if players can't move above or below them. I could have used that in a couple spots while developing Snap :p

Re: Polyobject Flat Rendering

by Razumen » Thu Jul 29, 2021 4:00 am

I see, thanks for the insight!
Didn't mean to come across as pestering, so if I did, I apologize. :)

Re: Polyobject Flat Rendering

by Graf Zahl » Sat Jul 24, 2021 12:56 am

The rendering of polyobject flats is not the issue. If it has a defined shape that's a simple matter.
Where things get tricky is the game physics. Doom's entire actor movement code is so poorly done that it'd get in the way of doing it right. It for sure cannot ever work properly with the current 2D checking of actor movement and handling the z component as an afterthought - even when using different code here to compensate, the problems will come back if an actor on a 3D polyobject moves and happens to have been rotated into a position where it overlaps with some geometry.

Re: Polyobject Flat Rendering

by Rachael » Fri Jul 23, 2021 1:06 pm

A bunch of "I want this too"s isn't going to make this happen any faster. Yes, it is a popular feature, but it's not as simple as it would seem, especially since GZDoom's renderer is still bound by Doom's old BSP system. Not saying it's impossible, just I doubt it's going to happen in the very near future.

Re: Polyobject Flat Rendering

by Logan MTM » Fri Jul 23, 2021 12:31 pm

Smell of 3DPolys in the Air.

Re: Polyobject Flat Rendering

by KynikossDragonn » Fri Jul 23, 2021 12:00 pm

I supposed if I wanted to make a actual drawbridge I would need something like this. A lot of doors, platforms and what not I'm used to making in Unreal 1 don't translate very well to Doom without the ability of PolyObjects to have flats on them.

Re: Polyobject Flat Rendering

by Marisa the Magician » Fri Jul 23, 2021 11:53 am

This definitely would be handy to have, especially for rotating platforms (or anything with non-square shapes), since actors with models wouldn't have accurate collision in those cases.

Re: Polyobject Flat Rendering

by Razumen » Fri Jul 23, 2021 4:49 am

Ugh, I could really use that in my current map...

Re: Polyobject Flat Rendering

by boris » Thu Jul 22, 2021 7:44 am

When the feature was first implemented in k8vavoom I made a simple example map. If it's not clear what's the benefit of 3D polyobjects is then I don't know.

Re: Polyobject Flat Rendering

by Razumen » Tue Jul 20, 2021 11:16 pm

Yeah, having it carry objects objects when moving horizontally would have to be addressed as well, looks like the k8vavoom specs do allow for that, as well as rotational movement.

Re: Polyobject Flat Rendering

by Gez » Tue Jul 20, 2021 10:30 pm

If this were to be implemented at some point, I'd want to suggest looking at the k8vavoom specs to make a compatible implementation.

Re: Polyobject Flat Rendering

by Rachael » Tue Jul 20, 2021 8:49 pm

May I please just remind everyone that the feature suggestions forum isn't for suggesting workarounds for a more desired straight-forward feature?

Re: Polyobject Flat Rendering

by Razumen » Tue Jul 20, 2021 8:30 pm

Logan MTM wrote:
Razumen wrote:Combined with some other tricks, and we can have convincing platforms/trapdoors/etc. that can move horizontally and vertically, without need to rely on other hacky methods to mask the lack of them.
Well, its already can be "done" with Model + Any invisible actor with colision + ActorMover. This is what i do and works Nice!
But certainly would be a big deal have this feature.
That's what I meant by hacky methods. Models aren't ideal as they break the original aesthetic and have to be custom made to fit every use.

Re: Polyobject Flat Rendering

by Logan MTM » Tue Jul 20, 2021 7:52 pm

Razumen wrote:Combined with some other tricks, and we can have convincing platforms/trapdoors/etc. that can move horizontally and vertically, without need to rely on other hacky methods to mask the lack of them.
Well, its already can be "done" with Model + Any invisible actor with colision + ActorMover. This is what i do and works Nice!
But certainly would be a big deal have this feature.

Re: Polyobject Flat Rendering

by Razumen » Tue Jul 20, 2021 7:41 pm

Redneckerz wrote:What would the immediate benefit be for GZ?
The immediate benefit is we'd have polyobjects with visible tops and bottoms, instead of hollow, see-through ones.

Combined with some other tricks, and we can have convincing platforms/trapdoors/etc. that can move horizontally and vertically, without need to rely on other hacky methods to mask the lack of them.

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