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Wednesday, August 28th, 2024

    Time Event
    1:55a
    Spell of Mastery Progress
    XCOM games have flying units, maintaining continuous altitude as a major feature.
    Yet it was never obvious how to implement that in an easy to use way.
    In fact, the entire idea of fully 3d isometric view if complicated.
    XCOM solved it by just allowing the players to change cursor Z-level.
    That cut everything above the current Z, everything look especially horrible.
    
    Other games, like Magic & Mayhem limited the Z to just two levels.
    4 levels if we consider flying units.
    Recent games, like Cataclismo, use some crazy hacks and don't support flyers.
    These also allow free camera movement, so player can move it inside the buildings.
    Yet most games at best usually just keep the flyers at a separate layer.
    These games also don't allow switching between layers. I.e. no flight spell.
    
    Anyway, I have kinda solved it using my own set of hacks.
    But I keep redesigning the flying units mechanics.
    Since I want it to be simple enough and yet deep enough.
    And it has to integrate seamlessly with other mechanics.
    
    For example a heavy units like dragon should be able to squash weaker units.
    By landing on them. Same way, heavy terrain blocks should squash them.
    I also want for different units to have different altitude limit.
    Flying units also have shadow blobs, which should be on the ground.
    In addition there are squads mixing flying and non flying units.
    Then there are flying units which carry non-flying units terrain on top.
    And don't forget the multicell heightmapped units which can have holes.
    
    Initially that resulted into absolutely mess of a code.
    I had to chain several unit actions to just change the altitude,
    while keeping in mind that is shouldn't mess up the topological sort.
    It was unmaintainable, forcing me to I transition to ECS.
    Now I'm rewriting every feature into a standalone component,
    which keeps abstraction leaking to the minimum.
    
    At least now I kinda understand how it all can be put together.




    Current Mood: contemplative
    11:19a
    They finally fixed the Baldur's Gate pathfinder!
    Using cone tracing
    https://www.youtube.com/watch?v=7MOQOvGJyn4

    Original Baldur's Gate had continuous space and the characters were modeled as circles.
    No idea why they did that (D&D is grid-based), but that made the game unplayable on slower machines.
    So they even had to limit the number of pathfinding nodes, allowing player to get AI stuck.

    Still waiting until they solve the general furniture fitting algorithm, which is actually hard and important:
    https://www.youtube.com/watch?v=bUNl_jJMTOw




    Current Mood: amused
    Current Music: Takeshi Abo - King's Bounty: Stolen Order (キングスバウンティ) Soundtrack Music
    10:19p
    New Lords of the Rings just came
    Right-wing subhumans angry as never before.

    Shame I don't have a british visa.
    Would have shit at Tolkien's grave as my next perfomance :D


    t. grown up on https://en.wikipedia.org/wiki/Dungeons_%26_Dragons_(TV_series)

    Current Mood: amused
    10:32p


    Current Mood: amused

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