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Main: Assassinat3r
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Post Re: C2 server & client update May 24
Demiser of D wrote:
That doesn't make sense with the wand, since you cant MF them. At least, as far as i know.


Obviously Time Warp is exploiting!

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Fri May 27, 2011 8:48 pm
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Post Re: C2 server & client update May 24
JeffL wrote:
That nebula is in the playing field, I'm just sitting south of it so you can see my ship better. Don't think we can leave wakes in it, though.


Hm. I'm wondering how hard it would be to maybe just make a small, invisible sphere around a ship that the nebula particles could bounce away from in a wake. I'm not much of a coder, so I don't really know how much trouble it is to code a simple physics thing like that. Any thoughts on this from a coder?

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Mon May 30, 2011 4:17 pm
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Post Re: C2 server & client update May 24
Almost anything is possible to code. The only limitations are the amount of time / work needed to code it. Coding particles to disappear in a wake might take a lot of time and effort to code, and only be a small barely noticeable thing. Then again, JeffL has shown us in the (recent) past that he will do things just because "It looks pretty".

Edit: This is assuming the nebulae are generated via particles, and not just 3-D images of smokey stuff (in which case, this would probably be impossible).

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Mon May 30, 2011 8:42 pm
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Post Re: C2 server & client update May 24
We're using the Spark particle engine, and it does support things like that, but it makes each particle more expensive, so we'd only be able to use a small fraction of the number of particles if we wanted to give them complex physics like that. Good performance is the most important consideration, and if nebulas lag people, then people will just disable them, and then there would be no point.

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Mon May 30, 2011 10:47 pm
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