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Re: [glob2-devel] map squares


From: Quinn YQ Teh
Subject: Re: [glob2-devel] map squares
Date: Sun, 27 Sep 2009 14:15:34 +1000

If they path around the corner, they will be moving 2x faster around corners than everywhere else...



On Sun, Sep 27, 2009 at 12:05 PM, <address@hidden> wrote:
working on the buildings after the third one i noticed something.

the globs move to one of the 8 adjacent squares and that's fine in open
spaces, but, what happens when they are colse to buildings?

well, if you define a 2x2 building such as a tower, when they move from 1
side to another of the same building they just crop an area.

It result in an overlapping of the graphic with the building rendered over
the glob.

http://www.winterdryad.co.uk/globulation2/squares.png

green=terrain
grey=building
red=glob
blue=overlap

if you see the image (this is a correct scale) you can see that when a
glob moves from square A to square B, the blue area (the small triangle
under the A) is "overlapped".

a solution would be to draw the buildings in the remaining area (not
counting the 4 triangles), but there are 2 reasons it still looks bad:

1) when a glob attacks the building from the corner (imagine from a point
between A and B) it looks like it s attacking an empty space

2) a wall is only 1 square so it can't be cropped anyway^^

even if you calculate to crop a small area from the glob design too it
will always look bad and anyway, calculating the cropping space twice
(then for every building and every kind of unit) will result in a mess.

so, what I'm asking is:

is it possible to modify the pathing of the glob making it go round the
corner and not cropping it in case there is an obstacle (any not empty
square)?

if it's not possible, saying "ok, we don't mind that they attack from
distance when they are in the corner", we should solve the wall problem
someway...



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