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Re: Creeping metal gadget

Posted: 08 Aug 2008, 13:34
by AF
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.

Re: Creeping metal gadget

Posted: 08 Aug 2008, 14:17
by Hoi
is GLSL needed for this?

Re: Creeping metal gadget

Posted: 08 Aug 2008, 21:20
by AF
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

Re: Creeping metal gadget

Posted: 08 Aug 2008, 21:43
by Hoi
just wanted to be sure :wink:

Re: Creeping metal gadget

Posted: 08 Aug 2008, 22:25
by Archangel of Death
The blight. 8)

Re: Creeping metal gadget

Posted: 08 Aug 2008, 22:36
by jK
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
starcraft was 2D!
you can be sure that they use shaders in starcraft2!

Re: Creeping metal gadget

Posted: 08 Aug 2008, 22:50
by Hoi
jK wrote:starcraft2!
Give......