Hi guys, I'll put in here, because I'm not sure what I've to do is feasible in QuakeC. I'm creating a tech demo on FTE (and MAYBE DP) and the goal is to build an environment where player[s] advances in a real time generated dungeon. I imagined a 512 units side grid. In every grid cell I spawn a random hull mesh (with walls,floor and ceiling). As you take a look at I just realized you see the red cell is where player is, yellow cells is proximity hulls that MUST be shown, azure cells are very far and maybe low LOD's and grey cells shouldn't be renderer, because the ambient light would be 0 with only a dinamic light tied to the player. So basically it's fuXXXng dark.
All the player and monsters code(Weapon, movement,AI, physics) will be made in CSQC but imagine the "random generated level cells" part should be done in SSQC. Do you think is doable with qc or is it a C work? Anyone was involved in something similar before? There's some open source code I can steal?
Thanks in advance
PS: orientation (connections of doors and stuff) of hulls cage is still WIP, it don't even bothers me right now!
