Well, lemme try and see if I've got
it right, first. It seems to partially work in my head but I'm not 100%
there yet. Blimey, writing a tile-map to vector mesh
and physics system was easier than this... Graham -----Original Message----- There is always an article there -
even if its only half a page, be good to see some people writing stuff like
that J -----Original
Message----- It
wasn't really that complex, but I'm damned if I could figure out how to program
it myself. Bah! I don't
think there's an entire article in it, though. And I only wanted to know really
as I wanted to do a game along the lines of Diggers on the PC/Archimedes and
include water in it that acted in a simlar way that the stuff in waterworks. -----Original
Message----- Why not
write an article in Sam Revival about it J. Btw, am I missing
something about this water, I don't see it being complex, but ive only played
the demo -----Original
Message----- He used actual water inside the SAM Coupé. ;)
It's actually dead simple and relies upon the water
being really compressible. I'll write a demo in good ol' Blitz if anyone wants
to see the principle in action. Once I fully understand it... Graham >-----Original Message----- |
Title: RE: Waterworks
- RE: Waterworks Tobermory
- RE: Waterworks Graham Goring
- RE: Waterworks Adrian Brown
- RE: Waterworks Graham Goring
- RE: Waterworks Adrian Brown
- Re: Waterworks Colin Piggot
- RE: Waterworks Graham Goring
- Re: Waterworks Colin Piggot
- RE: Waterworks Simon Owen
- OT - RE: Waterworks Tobermory
- RE: Waterworks Graham Goring