Dynamic Geometry
Creators: Alexander Bruce
Engine: Unreal Tournament 2004
Modification: UT2K4 Level Component
Last Update: 17th June 2007
Current Status: Working. Mostly hardcoded.
Further Development: Including further configurability to remove hardcoded components.
Download: Not yet available
Description:
Reconstructing the world you play in...
| Demonstration / Purpose | Translating the Snake Metaphor | Background Information | Recursive Interaction | Compound Recursion | Dynamic Fading Textures | Further Development |
Page 5 - Implementation - Cutting holes
This was a nightmare, but it's working. Full writeup coming soon (seriously requires lots of diagrams). For the moment, these screenshots demonstrate what we're
getting at.

Cube bound together by one tile
Cube no longer bound together
Essentially I needed to work out a recursive algorithm and a whole lot of exit conditions (so we don't waste time calculating if we don't have to) so that cutting holes
was efficient and essentially unlimited in scale. The system I came up with also works with solid objects, such as detaching a huge block of tiles from a roof.
I'll flesh this page out further when I have more time. Sorry for the wait.
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