
So we can finaly make proper Acid world remakes!
Moderators: MR.D, Moderators
Scaling's easy to do, the only thing stopping me from using that has been the timing-loop factor. I haven't been able to come up with a good way to regulate that- I assume with a WHILE to interpolate between frames? And how can I write a timing loop when the periodicity between frames can vary in terms of clock time? Or should I just write it with the assumption that it takes X number of cycles and if it's too fast or too slow, nobody will see it?You can use lua to draw the units or features (whichever way
you decide to do it). If vertex shaders are available, they're
extremely fast for doing mesh deformations. If the client does
not support vertex shaders, you could fallback to "low grade"
matrix skewing, scaling, etc...
Yeah but that doesn't make it an enemy hence "Neutral" that would be like an NPC helper to an RPG game.Kloot wrote:Spring.SetUnitNeutral() is available in 76b1.