Tron-Style Walls..
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Tron-Style Walls..
EDIT:
Thanks for your responses, but I found a method, thanks anyway.
I was wondering if the best method for this would be QC or an engine modification, as I don't want to leave a crapload of entities behind the player... Please respond, thanks.
Thanks for your responses, but I found a method, thanks anyway.
I was wondering if the best method for this would be QC or an engine modification, as I don't want to leave a crapload of entities behind the player... Please respond, thanks.
Last edited by Downsider on Thu Sep 25, 2008 11:15 pm, edited 1 time in total.
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Downsider - Posts: 621
- Joined: Tue Sep 16, 2008 1:35 am
I am guessing he is talking about the game: http://www.armagetronad.net/screenshots ... shot_2.png
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
- Spirit
- Posts: 1031
- Joined: Sat Nov 20, 2004 9:00 pm
Well, a trail of entities is one way to do it. This would shoot your entity count through the roof given enough time, but there are steps you can take to lower it. For one thing, when a straight line gets long enough you can delete the small entities that make up the line and replace them with a larger entity that looks like 5, 10, etc smaller ones put together (using a fraction of the entity count).
However, your best bet may be to simply do an engine mod to support directly drawing the lines. Then the QC just calls out to the engine using various plugins like the functions we have now to tell the engine "okay, the next line segment is here" etc.
However, your best bet may be to simply do an engine mod to support directly drawing the lines. Then the QC just calls out to the engine using various plugins like the functions we have now to tell the engine "okay, the next line segment is here" etc.
When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.
- Wazat
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- Location: Middle 'o the desert, USA
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