A ridiculous number of units is exactly what i'm trying to avoid. =/ It's just not efficient. Over-complicated, quite. The results of course are not clear right now but theres no harm having more assets to play with right?
Rather than a grid, we're trying to use circles that are stacked upon one another with different radii, so they all originate from a shared point. Height difference is set to 0.01 (minimum?) This however presents a problem of overlapping thus the requirement for showing and hiding. To ensure objects that are covered have a chance to be highlighted. Try to imagine it as two lights flashing in an alternating manner. When one is on the other is off.
@progammer Btw, Just curious, with the grid system, are the grid locations fixed about the players camera? or does it shift rows and columns around at fixed X and Y values. For example, the first drone is at (1,1), if the player moves 0.5 units downward, will his change to (1.5,1.5) or (2,2)?
It will create only a fixed amount of unit enough to cover screen for each player. Then camera target will be updated every 0.25s, then move all unit by offset instantly toward that location. when 2 ppl are looking at the same place with my system, there might be double of unit at the same position, it wont be a problem as it increase precision, however it can lag for having too much unit on screen (therefore you need to lower the precision scale)
So... You want to make a Geo-Wars style game... and you can't get the mouse's position, can't you just move an invisible unit to the mouse's location and get it's (x,y)? You won't get a prety unit that turns to always face the mouse cursor, but it should allow you to fire a "ray" type weapon in that direction.
It will create only a fixed amount of unit enough to cover screen for each player. Then camera target will be updated every 0.25s, then move all unit by offset instantly toward that location. when 2 ppl are looking at the same place with my system, there might be double of unit at the same position, it wont be a problem as it increase precision, however it can lag for having too much unit on screen (therefore you need to lower the precision scale)
AFAIK... its not possible to move a unit to your mouse position. It's only possible to move your mouse to a units position. As of now, I've no intention to be shooting in any direction asides from forwards.
This would prevent you from using alot of the camera changing features though wouldnt it? A permanent Grid on the map wouldnt.
Also with the ammount that I move the screen around I cant imagine your going to constantly create/remove units based on my camera bounds.... That would be lagtastic.
Also with the amount that I move the screen around I cant imagine your going to constantly create/remove units based on my camera bounds.... That would be lagtastic.
I do believe a better way would be to create then move the units. Rather than recreate them each time.
I recall someone tried this with the Diablo Move attack system upon it's initial release You can't cover an entire 256x256 map because there is some kinda undocumented limit cap. Due to all the limitations and stuff, I may be forced to narrow my scope to just top down shooters (or just for my own personal use.. sadly). For obvious reasons, To cover all bases I imagine would be really tough. Theres more than one way, you can set opacity to 0 as well to get the unit to appear 'model-less'
@SouLCarveRR: Go
A ridiculous number of units is exactly what i'm trying to avoid. =/ It's just not efficient. Over-complicated, quite. The results of course are not clear right now but theres no harm having more assets to play with right?
It will create only a fixed amount of unit enough to cover screen for each player. Then camera target will be updated every 0.25s, then move all unit by offset instantly toward that location. when 2 ppl are looking at the same place with my system, there might be double of unit at the same position, it wont be a problem as it increase precision, however it can lag for having too much unit on screen (therefore you need to lower the precision scale)
So... You want to make a Geo-Wars style game... and you can't get the mouse's position, can't you just move an invisible unit to the mouse's location and get it's (x,y)? You won't get a prety unit that turns to always face the mouse cursor, but it should allow you to fire a "ray" type weapon in that direction.
Thanks for verifying this.
@Anthius: Go
AFAIK... its not possible to move a unit to your mouse position. It's only possible to move your mouse to a units position. As of now, I've no intention to be shooting in any direction asides from forwards.
This would prevent you from using alot of the camera changing features though wouldnt it? A permanent Grid on the map wouldnt.
Also with the ammount that I move the screen around I cant imagine your going to constantly create/remove units based on my camera bounds.... That would be lagtastic.
@SouLCarveRR:
Covering the whole map in units creates a large amount of lag.
Have you tried covering the map with units?
They would have to be dummy units with everything turned off and no model
I do believe a better way would be to create then move the units. Rather than recreate them each time.
@SouLCarveRR: Go
I recall someone tried this with the Diablo Move attack system upon it's initial release You can't cover an entire 256x256 map because there is some kinda undocumented limit cap. Due to all the limitations and stuff, I may be forced to narrow my scope to just top down shooters (or just for my own personal use.. sadly). For obvious reasons, To cover all bases I imagine would be really tough. Theres more than one way, you can set opacity to 0 as well to get the unit to appear 'model-less'
I'm making a grid.
The limit appears to be 16383 of a single unit.
After I have 16383 the game appears to not create anymore units no matter what I do.
Could possibly move a smaller gird around based off the where the camera is looking.
Probably wouldn't work to good if it was like 3d person view but prolly wouldnt be too bad if the camera was locked to be TOP DOWN