Do you know of any terrain formats for FPS games that use a triangulated irregular network (TIN) instead of a grid for elevation representation? Or at least a game whose development tools accept a TIN ...
How is collision detection and movement typically handled in a FPS, particularly handling slight changes in ground height such as stairs (both on incline and decline)?
I liked this question: http://gamedev.stackexchange.com/questions/1083/what-makes-aiming-in-a-console-first-person-shooter-feel-good So here it is for PC (and its not a dupe because a mouse is hugely ...
I think it's pretty much universally agreed that simply mapping the analog stick to rotational speed of the character is not good enough to make console first person shooter feel good. So what are ...