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, <[email protected]> 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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