Unless the object is rendered 3D with isometric view onDrury wrote:Sounds fair enough.
Besides, wouldn't really work in isometric version.


Unless the object is rendered 3D with isometric view onDrury wrote:Sounds fair enough.
Besides, wouldn't really work in isometric version.
sounds like a potential future feature. but for the first release i want to keep the game as simple as possible. sprites are easier to code and handle.Daan Timmer wrote:Unless the object is rendered 3D with isometric view onDrury wrote:Sounds fair enough.
Besides, wouldn't really work in isometric version.Then you can also make use of GPU acceleration to display objects which nullifies almost any excessive memory usage for sprites and does not require CPU power at all
*just a thought*
Also keep in mind the vehicle lights. There are multiple additional light layers which can be displayed independently. For example the aircrafts have about 5 additional light sprites sprites for each vehicle sprite (since they flash with different frequencies respectively are only active in different situations)Drury wrote:Why don't you use one sprite that spins around it's centre? That'd be smoother.
Look at this image:Zephyris wrote:If you don't merge the vehicle and shadow sprites then it might be easier to do day/night transition, no shadows at night and all that.
stop, stop, stop. im going for looks rather than gameplay?? thats wrong. its the other way round! im just not willing to draw dozens of different vehicle types. if there are users who want more vehicle types they can draw them and upload them to a public server. the game will offer a menu where you can select user objects to be used by your copy of p1sim. something like that.FooBar wrote:but since you're putting in only three aircraft and all these different railway curves it appears that you're going for looks rather than gameplay anyways...
sounds fairFooBar wrote:When the aircraft takes off, the shadow will likely move relative to the aircraft. So I think the shadow needs to be separate.
i like the idea and will keep it in mind.FooBar wrote:Since you're putting in a day and night cycle, how about a moving lightsource and moving shadows of all objects?
I was hoping to hear thatsmallfly wrote:stop, stop, stop. im going for looks rather than gameplay?? thats wrong.
that was the plan some time (some long time) ago. but i decided to switch to java and i am VERY happy with the decisionLocoMH wrote:Weren't you going to use C#? I thought I remembered something like that.
By the way, the current version already uses GPU acceleration to draw the sprites. Technically the sprites are drawn on quads using the LWJGL library.Daan Timmer wrote:Unless the object is rendered 3D with isometric view onThen you can also make use of GPU acceleration to display objects which nullifies almost any excessive memory usage for sprites and does not require CPU power at all
*just a thought*
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