Any recent advances to CEG? - Page 2

Any recent advances to CEG?

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Re: Any recent advances to CEG?

Post by SpikedHelmet »

main problem with cegtrails is theres a gross limit to their use for example fire a cluster or ~50 cegtag missiles and there will be very noticable rendering stutter. yet you can fire 5,000,000 engine-smoketrail'd missiles and everything's fine.
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jK
Spring Developer
Posts: 2299
Joined: 28 Jun 2007, 07:30

Re: Any recent advances to CEG?

Post by jK »

knorke wrote:i think CEGs can probally look good but it would be easier to make good looking ones if it was possible to reload them ingame.
IIRC it is possible in master
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