Talk:RAD (technical)

From Valve Developer Community
Jump to: navigation, search

I converted the math code in this article to something the wiki's supposed to be able to understand. This is correct, I tested it on Wikipedia.

<math>B_i = E_i + k_i\sum_{j \ne i}F_{i,j}B_j</math>

<math> \begin{bmatrix} 1 & -k_1F_{1,2} & \cdots & -k_1F_{1,n} \\ -k_2F_{2,1} & 1 & \cdots & -k_2F_{2,n} \\ \vdots & \vdots & \ddots & \vdots \\ -k_nF_{n,1} & -k_nF_{n,2} & \cdots & 1 \end{bmatrix} \begin{bmatrix} B_1 \\ B_2 \\ \vdots \\ B_n \end{bmatrix} = \begin{bmatrix} E_1 \\ E_2 \\ \vdots \\ E_n \end{bmatrix} \,</math>

Could we get an admin to turn math rendering on? --AndrewNeo 15:56, 13 Jul 2005 (PDT)


Silly question - has RAD become a lot faster since the old Half-Life days, or is it just my new PC?

It can do high-quality lighting for a huge outdoors/indoors map in twenty minutes or so, while I was used to many, many hours for typical maps in the original Half-Life. Clever optimisations, or just generally much more efficient? --Cargo Cult 01:56, 14 Jul 2005 (PDT)