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... > > > > _______________________________________________ > glob2-devel mailing list > [email protected] > http://lists.nongnu.org/mailman/listinfo/glob2-devel >
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