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#1 |
adding Mirror facing another mirror in Eduke32?
Is it possible to make the engine capable to work with mirror facing mirrors.
would be very fun. Like a level with many mirrors or a circus with house of mirrors etc.
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#2 |
Re: adding Mirror facing another mirror in Eduke32?
Yeah I've had thoughts of that as well, no idea if it would really work though.
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#3 |
Re: adding Mirror facing another mirror in Eduke32?
That would probably kill the framerate.
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#4 |
Re: adding Mirror facing another mirror in Eduke32?
Some of my level we see almost 1k sectors in 1 screen and framerate survives.
Like the new base I did example with nearly 2k sprites in the outdoors and wicked base. So something about same equivalent of the base . I'm sure making mirrors face to face as long we don't insane in sprites/sectors could work and or putting a limit of images repeating in mirrors facing so it doesn't make infinite images and overload the sector and or sprite buffers.
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#5 |
Re: adding Mirror facing another mirror in Eduke32?
But wouldn't two mirrors facing each other cause the "tunnel of mirrors" effect. (one mirror reflecting the other mirror, and repeating to infinity). That means an infinity of sectors and sprites.
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#6 | ||
Re: adding Mirror facing another mirror in Eduke32?
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#7 |
Re: adding Mirror facing another mirror in Eduke32?
Tunnel of mirror infinite would cause infinity sectors / sprites.
But limiting tunnel maybe like each mirrors has 10-20 limit. Funny thing is my level with maximum lines/sectors doesn't crash when there is a mirror which adds few extra sector/lines over the limit. Maybe phantom sector and maybe sprites doesn't count.
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#8 |
Re: adding Mirror facing another mirror in Eduke32?
Rendering a scene does not add sprites or sectors to the map, so that is not an issue.
But mirror-in-mirror would require rendering the entire scene over again for each reflection. Even 3 iterations would require a huge use of resources. At 10 the game would probably be unplayable.
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#9 | |
Re: adding Mirror facing another mirror in Eduke32?
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#10 | |
Re: adding Mirror facing another mirror in Eduke32?
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Anyway Duke Nukem 3d isn't that much of a resource hog, how can rendering one scene multiple times slow it down so much? (I'm a noob at all of that stuff)
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#11 | |
Re: adding Mirror facing another mirror in Eduke32?
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But if you mean a map like E1L1 with 8-bit art and one of the older renderers, then yes, an average system could handle several renders of that at once without any noticeable slowdown. It wouldn't be hard to get a rough estimate of the number using the showview CON command.
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#12 |
Re: adding Mirror facing another mirror in Eduke32?
Well yes I do realize in the Polymer renderer it would be more difficult but I couldn't imagine such slowdowns being the case in 8bit.. Anyway thanks for the info
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#13 |
Re: adding Mirror facing another mirror in Eduke32?
I doubt we will ever see this, but i always thought it was a good idea...
The limit idea is the right way to go though, like increase shading each time it is reflected, once it gets to black, it renders no more - this sort of happens with the real mirror-tunnel efffect thing, it gets darker as it goes in.
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#14 | |
Re: adding Mirror facing another mirror in Eduke32?
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#15 |
Re: adding Mirror facing another mirror in Eduke32?
Polymer is capable of doing this, it's just a mater of setting the number of iterations. It's obviously going to have a big hit on performance though.
I think Unreal 1 was able to do this as well. It could handle a loop of portals at least and I think it was possible to do with mirrors to. |
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#16 |
Re: adding Mirror facing another mirror in Eduke32?
I did a test about extreme amount of sectors vs mirror.
Did chess like with a mirror (test) When mirror is too big (long) it become buggy accept if you stay equal to middle of mirror. But it can see huge amount of sectors without crashing. If player sees huge amount of sectors exceeding game's limit in mirror it doesn't crash. But if player sees the sectors amount exceeding limit it crashes but not by mirror reflection. Mirror can reflect all sector + some sector which would exceed mapster/build's limit.
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