Demo - tile, cell based world (with collision)

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Ensayia
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Re: Demo - tile, cell based world (with collision)

Post by Ensayia » Tue Dec 27, 2011 5:19 pm

A minimap wouldn't be all that hard to pull off with a framebuffer (canvas?). Get to it Taehl! :crazy:

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Taehl
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Re: Demo - tile, cell based world (with collision)

Post by Taehl » Tue Dec 27, 2011 5:24 pm

How would a minimap work in a world that doesn't obey the laws of space? The only reason it works on-screen is because you can only see a small area of it. But if I made the minimap that size, then what's the point of having a map which doesn't show beyond your screen?
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clickrush
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Re: Demo - tile, cell based world (with collision)

Post by clickrush » Tue Dec 27, 2011 9:11 pm

Taehl wrote:How would a minimap work in a world that doesn't obey the laws of space?(...)
Well I actually didn't even think of that. Well It would be an even more interesting thing then. :D
The following question would be: What could you and would you show on the minimap that isn't on the screen?
Sry about my english.

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Taehl
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Re: Demo - tile, cell based world (with collision)

Post by Taehl » Wed Dec 28, 2011 7:26 am

I couldn't show anything reliably since each time you change cells, there's a chance that any/all neighboring cells could change into difference cells. And extending past the first nearest neighboring cell leads possibly to crazy problems with different cells being in the same "place".
Earliest Love2D supporter who can't Love anymore. Let me disable pixel shaders if I don't use them, dammit!
Lenovo Thinkpad X60 Tablet, built like a tank. But not fancy enough for Love2D 0.10.0+.

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