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Author Topic: clouds  (Read 1366 times)

Tenebrais

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Re: clouds
« Reply #15 on: August 26, 2009, 03:22:11 pm »

FRAMERATE.

I can't imagine it being much worse than rain.
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Outcast Orange

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Re: clouds
« Reply #16 on: August 26, 2009, 06:11:48 pm »

No, but it would be constant, multi-tile movement.
Imagine twenty 12x12 tile splotches slowly moving around all the time.
(With little/no game impact)

Definitely needs to be optional.
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[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

wilsonns

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Re: clouds
« Reply #17 on: August 26, 2009, 07:08:29 pm »

that was not my better idea, there will be a huge lag...
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Bricks

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Re: clouds
« Reply #18 on: August 26, 2009, 08:34:14 pm »

Weather and clouds seem to already be simulated in some fashion; go to the world map in adventure mode and hit 'c'.  Weather also limits visibility in adv mode.  As for framerate - I don't think the suggestion would be to simulate everything about clouds, or even have it act like a fluid or a gas; it would be more of a fixed, flowing system, something like we see in brooks.  It would be quite cool to have a cloudy mountain fort, with hardly any visibility.  I think this is all something to consider with the lighting arc.

As for low-lying clouds - what the hell do you think fog is?
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EMPATHY - being able to feel other peoples' stuff.

wilsonns

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Re: clouds
« Reply #19 on: August 26, 2009, 09:08:26 pm »

when in the cloud level, the accuracy of an markdwarf should be low :)
but i just think in a system where the clouds go following the wind direction, and that will massacre your framerate
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Flaming Dorf

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Re: clouds
« Reply #20 on: August 26, 2009, 09:13:17 pm »

fog would be a nice addition, but the game already lags enough on my computer, so other people would benefit from it more than me.
of course, some simplified system could always be created for the clouds that was memory-light. perhaps something like what is already used for waves...?
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Luke_Prowler

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Re: clouds
« Reply #21 on: August 26, 2009, 09:17:00 pm »

Clouds would not need to pathfind, as they would be pushed by the wind (and I'm sure wind in already in the game)
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