How? - Page 3

How?

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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: How?

Post by CarRepairer »

Argh wrote:This reminds me, for the bazillionth time, why I don't let buildings deform terrain in P.U.R.E.- I guess I was just ahead of the cheater curve, lol. Hope this gets addressed in the engine, but even just limiting Widgets to the current ground height won't solve it. After all, you can always compare the last update to the current one, and show any changes that result in flat areas... :roll:
No, limit widgets to your current knowledge of groundheight. It should be unchanged until your LoS sees the area.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: How?

Post by Argh »

Not if my Widget writes the previous value to a texture in a FBO, or a table, or...

Not saying I'll bother, mind you. Just saying that information cannot be destroyed, in an engine that allows you to collect it in the first place and then provides storage and retrieval mediums.
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JohannesH
Posts: 1793
Joined: 07 Apr 2009, 12:43

Re: How?

Post by JohannesH »

How is it about widgets at all, you can just look at the heightmap yourself...
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: How?

Post by Argh »

I thought heightmap view no longer showed changes, unless you validated it via Lua (gadget)?

I'll have to look at that. If true, that gives you two different ways to get and store the information you'd need, to watch for new buildings being built and auto-mark them via a Widget.
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hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: How?

Post by hoijui »

the way to solve it is, instead of using only a single (the real) heightmap, save the real one plus one per ally-team, which only sees changes once the ally-team had LOS on a part of the map.
though, as it involves los, i guess it can be done wrong (as in, performance killing).
physics calculation would use the real heightmap, while widgets, AIs and the visible/drawn map would use the ally-team one.
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