I recently looked at a project someone was making and they had their health bars updating every 100 milliseconds instead of only updating when their health changes
Like damn
In response to Ter13
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Ter13 wrote:
This takes a lot more work than something that simply loops over and over, rebuilding itself constantly, but the benefit is that it consumes so much less CPU than the other approach would. I was under the assumption this is how it was done to begin with :P |
Skill teletypes have been fleshed out. The first three for the fighter class are done. Luckily, the first three were the most complicated, so the others should be pretty easy. The ability generics have also had most of their structure fleshed out, but now I need to implement the skill UI and the hotbar so I can actually start implementing abilities for the classes. I went ahead and finished the rest of the teletypes for the fighter class. Only one of them was somewhat complex. The five abilities are all simple AOE abilities, so their teletypes were pretty simple. The only one that was somewhat difficult involves as many as three collision tests per tick, which seems like quite a lot, but testing in the coming week or three will reveal whether my gameplay concept is viable in multiplayer. If it isn't viable multiplayer, I'm not sure at all what I'm going to do, TBH. I've got to return to work tomorrow, so my time to work on the project is of course impeded a bit, but I'm hoping I can focus a bit harder and work faster in my off time than I did this weekend. I felt like I didn't get nearly enough done. I only managed to write maybe 1,500 lines of code this weekend. Which according to project metrics isn't bad, but it's not my usual. |
There we go...
Run-time generated magic circle which shows what the spell is made out of and how it flows. http://i.imgur.com/ut5We3A.mp4 |
In response to Flick
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That's freaking beautiful. I especially love that you rotated the hexes so they're not strictly aligned with the horizontal or vertical. I'd love to see the math on that.
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In response to Lummox JR
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Lummox JR wrote:
I especially love that you rotated the hexes so they're not strictly aligned with the horizontal or vertical. I'd love to see the math on that. Thank Ter13 for that ID:1172305 Only problem is I wont be able to use that in the final implementation since I need to be able to rotate it. Things can get hidden in the valleys otherwise. client.dir NORTH and SOUTH work fine but EAST and WEST don't, so I can only flip the map vertically. |
In response to Taitz
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Good lord Taitz whatever that is I want all of it.
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In response to Taitz
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No idea what that means or is supposed to really represent, but it's cool looking as hell :)
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In response to Flick
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Well, it is basically the visualization of a spell. The spell itself is made of components during the play, the logic and flow of the spell is then visualized as a magic circle during the activation.
Each tier can contain a certain amount of runes, which have modifier runes that help to define what the rune does exactly. The logic always flows inside out and clock-wise in the activation sequence. I can also control the thickness of the spell circle components etc. |
If I were to color it by drawing order, it would look kind of like this (drawing order is also the activation order):
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In response to Taitz
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Taitz wrote:
If I were to color it by drawing order, it would look kind of like this (drawing order is also the activation order): So, for example, what would that one do?... If it has actual meaning yet and isn't just proof of concept so far. Could color the runes based on some sort of theme (element/diety/function/etc.) and then change the thickness/size/color intensity/lightness of them based on drawing order. Regardless, I like it. Keep at it. :) |
In response to Flick
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The current one is merely a proof of concept, however the system does currently work based on actual components used.
The specific one right now goes like so: "sustain, seven, two, focus, water, metal, create, wood, nine, one, sustain, seven, two, focus, water, metal, create, fire, wood, nine, one, sustain, seven two, focus, water, metal" The size of the original runes are 48x48 pixels, and they are scaled down. The entire thing has been scaled down to half it's original size, due to the sheer size it had originally. Runes are generated from actual words, which are exploded into singular characters and transformed into numeric values, those in return are basically appended into a total numeric value. The numeric value is then hashed and drawn several times to form the runic symbols. |
In response to WorldWideDuelist
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WorldWideDuelist wrote:
Too many hexagons, not enough pentagons. Cero Mero! You can do a regular pentagonal tiling on the hyperbolic plane. If you can implement that in DM, good on you. If you can actually make it entertaining, you win a prize. |
He was talking about statpanels. They update themselves continuously even if no changes occur, it's part of the feature.