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"Does the distance one travels from center make one more free to move?"

"No. Freedom has two parts: potential and resolution; as metaphor has two parts: form and interpretation. Of course, the two are intertwined. Metaphor lines the road to freedom, as symbols and words are the bricks and mortar of meaning. Freedom is being the bricoleur, the mason."

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Marathon: Resurrection Forum

Re: Auto Map

Posted By: Ian Rickard
Date: 2007.7.20.12.58

In Response To: Re: Auto Map (Tycho)

: Neither. The automap feature is not something that can
: be replicated in the UT engine

Aw, I might just take an absolute statement like that as a challenge. I'm thinking something like running through the original map file and generating a mesh for each polygon (with the relevant wall lines included as quads). Fill up a black room with a bunch of actors, with each one's mesh set to each custom mesh generated and DrawType=DT_None. Then just set it to DT_Mesh when the polygon is visible. Overlaying stuff like the player triangle and BOBs js easy.

OK, display solved, now for tracking visibility. Short answer: track the visibility frontier. Long answer:

* for each polygon in the original level, place an actor in the middle. In it set up references to those for neighboring polygons.
* Each of these objects can be in one of three states: out, frontier, in. There's also a doubly-linked-list of polygons on the frontier set
* Initially, they're out.
* when the player teleports (or starts a game) mark the polygon the player lands on as frontier.
* each frame, check every object in the frontier set to see if it's visible.
* if it is:
-- move it to the in set
-- move each neighbor that's in the out set to the frontier set.

Then you've just got a little coding for the map GUI (zooming, tracking the player location, displaying BOB locations, etc. For big polygons you might want to be able to place secondary visibility test points that link back to one main visibility tracking object.

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