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TheLastBanana
DRL Developer
Joined: Wed Dec 13, 2006 5:27 am Posts: 3138 Location: A little south and a lot west of Moscow
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Re: Smexy Polygon Water (Think this might actually be doable)
And that would be exactly why nobody is doing it
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Fri Sep 24, 2010 4:54 am |
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Sims_Doc
Joined: Fri Aug 20, 2010 4:45 am Posts: 911 Location: No Comment.
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Re: Smexy Polygon Water (Think this might actually be doable)
Heres a idea im just throwing out in to the public view , what if it was set up like a layer system you have your water as the background and then your background and then for the terrain just cut out areas so you can see the water its not dynamic water , but its close a enough.
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Fri Sep 24, 2010 7:13 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Smexy Polygon Water (Think this might actually be doable)
Cause that's totally not how every MO is rendered anyway.
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Fri Sep 24, 2010 7:14 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Smexy Polygon Water (Think this might actually be doable)
So exactly like the hydro mod?
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Fri Sep 24, 2010 7:39 am |
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Destroyer19
Joined: Wed Aug 11, 2010 2:59 pm Posts: 19
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Re: Smexy Polygon Water (Think this might actually be doable)
I'm thinking about a possible way to do semi-dynamic water. My method involves deviding the scene into parts; then assigning each part a status of empty, water, or, solids. (empty means no settled material, water is where water is, solids are were settled material inhabits most-all of the part) In game it would check each part if its status has changed, then check for empty parts beside or below water, then the water would move into the empty squares.
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Sun Dec 19, 2010 5:44 am |
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TheLastBanana
DRL Developer
Joined: Wed Dec 13, 2006 5:27 am Posts: 3138 Location: A little south and a lot west of Moscow
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Re: Smexy Polygon Water (Think this might actually be doable)
You could do that, but if the scene were divided into 24x24 blocks, for instance, there would be strange-looking holes that it can't fill. If it were smaller blocks, then it would start to lag a lot.
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Sun Dec 19, 2010 5:53 am |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: Smexy Polygon Water (Think this might actually be doable)
Sounds like Spelunker-ed water to me, and would look majorly retro.
I'd give it a go, if I had any idea how to go about it.
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Sun Dec 19, 2010 7:30 pm |
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Destroyer19
Joined: Wed Aug 11, 2010 2:59 pm Posts: 19
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Re: Smexy Polygon Water (Think this might actually be doable)
@ The Last Bannana I was thinking the other way, filling those irregular holes, but then it might "leak" through your base's wall. I think that a possible fix to that problem is checking only the pixels next to the water tiles. And, to simplify stuff, it would only need to define the squares next to water. On another note, I would do this, but I am not very capable of writing lua. (or any other language except english) And before you nail me on how easy lua is I might as well learn.
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Mon Dec 20, 2010 11:03 pm |
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TheLastBanana
DRL Developer
Joined: Wed Dec 13, 2006 5:27 am Posts: 3138 Location: A little south and a lot west of Moscow
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Re: Smexy Polygon Water (Think this might actually be doable)
The main issue with your idea is that it's fairly complicated to do all those checks. You're welcome to give it a try, but I don't think it'll run as well as you're expecting.
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Tue Dec 21, 2010 12:20 am |
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