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Re: [Adonthell-artwork] Flooring...

From: Kai Sterker
Subject: Re: [Adonthell-artwork] Flooring...
Date: Sun, 1 Jun 2003 20:21:06 +0200

On Sun, 01 Jun 2003 17:01:02 +0200 Alexandre Courbot wrote:

> Well, I don't know much about the matter, but I'd rather be a
> keep-it-rea... errr keep-it-simple ;) supporter. It doesn't matter
> much whether the angle is perfect as long as it looks good - and what
> I'd like to avoid above all are 0.707-like multiplications. This would
> be a pain for the artists, as well as for the developers of the map
> engine who will have to do complex arithmetic when moving characters
> vertically.

Obviously, if your x velocity equals 1, then your y velocity is 2/3.
(The proportions would be the same as for the gfx). However, I do not
think that there is much arithmetic involved if movement implemented in
a clever way. 

Especially, I wouldn't allow a user to set x and y movement, but rather
a velocity v. From the direction and the velocity you can calculate the
proper x and y movement. Unless the direction (or velocity) changes,
there is no need to recalculate x or y. So even if the arithmetic is a
little more complex, it doesn't really hurt.

OTOH, in v0.3 there is no difference in x and y movement (right?), even
though the world is seen from an angle other than 90°. And nobody ever
complained! In fact, it didn't even occur to me until now. And I could
imagine that people would complain if movement speed between horizontal
and vertical direction would be notably different ;).

Just my 2¢.

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