A tiling system with creep tiles and boundary tiles that slowly extended would suffice for what you want rather than a circle drawn onto the map that gets bigger and bigger. This way you can extend the creep along the terrain by choosing the nearby quad with the smallest gradient to expand into. This way creep will nto spread indiscriminately and will not take cliff faces first but go around hills and then consume them.
If you have a data structure representing a square on the map and a reference to the surrounding nodes, and a boolean signifying if the square is covered by creep or not then you can use that to determine if its a boundary square or not, and depending on which adjacent squares are creep, which texture to draw.
Creeping metal gadget
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Re: Creeping metal gadget
no, this happens all the time in tile based games, there are even terms for things like this.
And I'm sure starcraft didn't use GLSL for its zerg creep
And I'm sure starcraft didn't use GLSL for its zerg creep
Re: Creeping metal gadget
starcraft was 2D!AF wrote:no, this happens all the time in tile based games, there are even terms for things like this.
And I'm sure starcraft didn't use GLSL for its zerg creep
you can be sure that they use shaders in starcraft2!
Re: Creeping metal gadget
Give......jK wrote:starcraft2!