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old Re: CS2D 1.0.0.3 Pre-Release

SQ
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user dcrew has written
@user SQ: You clearly have multiple faces of the cube showing at a given time based on your position.

Actually, it is not the case if you are talking about one cube element. It is the other tile overlapping with one above. It's like looking through the multiple floors as if they were transparent. The problem is the floor count. It's not crucial problem, just games tend to not do things like this in tile engines.

Indeed, I'm developer in Unity Technologies with graphics and mobile stuff. And of course you are developing games since I was born. Your CS2D remake source code is just amazing.

old Re: CS2D 1.0.0.3 Pre-Release

dcrew
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While I got annoyed and what I said has clearly gone too far, I appreciate the massive amount of work you and DC put in, but honestly I do refer to the same issue, my friend fixed with a culling shader, where other cubes don't render through the top-most cube no matter how many layers.

old Re: CS2D 1.0.0.3 Pre-Release

SQ
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I'm kinda trolling, but BlitzMax does not have shader support since main api is on DX9. Of course I can check if there are cubes above the cube and not draw it. <- that doesn't solve the issue too. Playing with each face individually is not efficient.

The idea that I had is to check whether there is a cube above - > do not draw top face. Then check whether there is cube in right -> don't draw right face. And that kind of thing try to merge all those transparent tiles. There are some issues then anyway.

So what your friend actually did? I mean solved what problem?

Btw, current 3D engine has some culling. It actually is faster than previous 2D render.

old Re: CS2D 1.0.0.3 Pre-Release

dcrew
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The inefficiency is solved by the shader, unfortunately I don't know too much about that or BlitzMax, I'm fatigued just from replying and reading here, which is why I ask many for any IM service contact, I PM'd you and will explain myself in IM if you let me.

old Re: CS2D 1.0.0.3 Pre-Release

SQ
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Added skype contacts in usgn profile. This tile thing is not really a problem, but DC didn't really approve doing those transparent tiles either. It's better to make cover group entities. Which would enable drawing of entities groups. So once you step or go in somewhere, it would enable/disable huge chunks of cubes/sprites/or anything visual.

old some bugs

princeofpersia
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i saw some bugs in construction mode . buildings are same as the ground

and i have an idea same as mora . put a quick save key for map editor .
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