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theme:environment_preprocessing_for_fps_games [2012/06/22 08:54]
jakub.gemrot
theme:environment_preprocessing_for_fps_games [2012/06/22 08:54] (current)
jakub.gemrot
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-We have recently hacked UShock sources that allows you to extract level geometry out of (almost) arbitrary UT2004 map. Having all the triangles at hand, it is possible to create various map preprocessing algorithms for automatic annotation of the map. One such project already exist [[http://​code.google.com/​p/​recastnavigation/​|Recast]], which allows for easy navigation-mesh extraction. Such tool has been proven to be that good, that computer games producing companies has actually start to using/​buying that for their games. Will you be the guy who will push this further and provide industry with FPS map analyzer? For a price of course ;-).+We have recently hacked UShock sources that allows you to extract level geometry out of (almost) arbitrary UT2004 map. Having all the triangles at hand, it is possible to create various map preprocessing algorithms for automatic annotation of the map. One such project already exist <a href="http://​code.google.com/​p/​recastnavigation/​">Recast</a>, which allows for easy navigation-mesh extraction. Such tool has been proven to be that good, that computer games producing companies has actually start to using/​buying that for their games. Will you be the guy who will push this further and provide industry with FPS map analyzer? For a price of course ;-).
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 Example of navigation mesh built for UT2004 map DM-Flux2: Example of navigation mesh built for UT2004 map DM-Flux2:
theme/environment_preprocessing_for_fps_games.txt · Last modified: 2012/06/22 08:54 by jakub.gemrot