Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2]

Author Topic: Movement of sprites between tiles  (Read 2252 times)

G-Flex

  • Bay Watcher
    • View Profile
Re: Movement of sprites between tiles
« Reply #15 on: August 10, 2009, 10:15:43 pm »

It all just seems kind of pointless to me.

Motion is quantized on the level of tiles in DF spatially, and turns temporally. No reason to make it look like it's any more precise than that, I don't think.
Logged
There are 2 types of people in the world: Those who understand hexadecimal, and those who don't.
Visit the #Bay12Games IRC channel on NewNet
== Human Renovation: My Deus Ex mod/fan patch (v1.30, updated 5/31/2012) ==

corvvs

  • Bay Watcher
    • View Profile
Re: Movement of sprites between tiles
« Reply #16 on: August 10, 2009, 10:46:14 pm »

It all just seems kind of pointless to me.

Motion is quantized on the level of tiles in DF spatially, and turns temporally. No reason to make it look like it's any more precise than that, I don't think.

That's what I said to my buddy originally, actually (well, I didn't use those exact words) but he was excited about the idea and pseudo-convinced me and I said I'd put it up. :P

If you're running at the default 100 FPS and 20 GFPS, that is 5 frames per graphics update.
Assuming that said dwarf moves every frame, which is possible with an agile dwarf, you'll have him move here before the graphic updates.
Code: [Select]
. . D . O
.XX X X X       
.X        D - Dwarf
.X        O - Destination
.X       X - Wall
Would the OP please care to explain how tweening would work in this instance?

It's possible to move *EVERY* frame with an agile dwarf? Uh, not unless it has SPEED:0...

But even so, the point was that long-distance updates can screw up the "movement" if there are turns involved in the path.

*shrug* I dunno, I don't really care. So for one 40th of a second (assuming 20GFPS, 1 interstitial frame) the D is clipping about 1/4 of the way into a wall. It still makes it easier to follow him with your eyes than if he teleports 5 squares at a time.

The obvious way around it would be to keep track of previous locations since the last G_frame. Still wouldn't affect the DFMA movie renderer for the same reason the original suggestion didn't. But honestly, I wouldn't care whether the "correct path" was followed or not.
Logged

Grendus

  • Bay Watcher
    • View Profile
Re: Movement of sprites between tiles
« Reply #17 on: August 11, 2009, 09:54:30 am »

It's possible if/when DF gets a real graphical overlay instead of installed 3rd party graphics packs that something like this will be implemented.

For right now however, I'd rather Toady stick to coding the gameplay instead of coding a bunch of graphical updates. The game is in ascii ffs, there are more important graphical updates to consider before updating motion.
Logged
A quick guide to surviving your first few days in CataclysmDDA:
http://www.bay12forums.com/smf/index.php?topic=121194.msg4796325;topicseen#msg4796325

Jay

  • Bay Watcher
  • ☼Not Dead Yet☼
    • View Profile
Re: Movement of sprites between tiles
« Reply #18 on: August 11, 2009, 11:52:13 am »

Even so, to get a tween effect, you'd need multiple G-frames to render him being midtile.
Thus the graphics would get even further behind the calculations.
At least now they CAN do that teleport thing.

Ultimatum: The only way this would be feasible was if both G_FPS and FPS were 60 or otherwise G_FPS being higher then FPS.
Since there's virtually no chance of that in ALL cases, I say virtually no chance of this.
« Last Edit: August 11, 2009, 11:53:56 am by jaybud4 »
Logged
Mishimanriz: Histories of Pegasi and Dictionaries

Granite26

  • Bay Watcher
    • View Profile
Re: Movement of sprites between tiles
« Reply #19 on: August 11, 2009, 12:15:10 pm »

For right now however, I'd rather Toady stick to coding the gameplay instead of coding a bunch of graphical updates. The game is in ascii ffs, there are more important graphical updates to consider before updating motion.
Ultimatum: The only way this would be feasible was if both G_FPS and FPS were 60 or otherwise G_FPS being higher then FPS.
Since there's virtually no chance of that in ALL cases, I say virtually no chance of this.
Why does it offend you to see people talking about an obviously bad idea?  Do you think the dev is going to see a bunch of people talking about something and just throw it in the game?  If people want to talk about how cool something or other would be, why stop them?  The discussion might end up somewhere interesting.

It's certainly not fair to say 'don't talk about this because I think it should be low priority', because it won't always be.

QuakeIV

  • Bay Watcher
  • Cant resist... must edit post.
    • View Profile
Re: Movement of sprites between tiles
« Reply #20 on: August 11, 2009, 12:30:53 pm »

For right now however, I'd rather Toady stick to coding the gameplay instead of coding a bunch of graphical updates. The game is in ascii ffs, there are more important graphical updates to consider before updating motion.
Ultimatum: The only way this would be feasible was if both G_FPS and FPS were 60 or otherwise G_FPS being higher then FPS.
Since there's virtually no chance of that in ALL cases, I say virtually no chance of this.
Why does it offend you to see people talking about an obviously bad idea?  Do you think the dev is going to see a bunch of people talking about something and just throw it in the game?  If people want to talk about how cool something or other would be, why stop them?  The discussion might end up somewhere interesting.

It's certainly not fair to say 'don't talk about this because I think it should be low priority', because it won't always be.
Logged
GENERATION 9: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
I wish my grass was emo, then it would cut itself.
Quote from: Jesus
Quote from: The Big Fat Carp
Jesus, you broke the site!
Sorry, Bro.
link to quote

Bricks

  • Bay Watcher
  • Because you never need one brick.
    • View Profile
Re: Movement of sprites between tiles
« Reply #21 on: August 11, 2009, 12:48:47 pm »

Sort of skimmed through the second page, but I think Toady's biggest objection to this would be that it isn't a progressive move.  If he takes the time to implement it, he'll basically have to tear it all apart when the graphical overhaul begins.

Also, I don't think the effect would look very good.  While it is difficult at times to tell what is happening on a busy map, I've found that I can usually track any object as long as the game is running.  It seems to me that the inherent zigzagginess of the movement would make it quite unsightly.  A successful animation (perhaps a side-by-side comparison of "jumping" and "sliding") could possibly convince me that its at least worth considering in the long run.
Logged
EMPATHY - being able to feel other peoples' stuff.

Draco18s

  • Bay Watcher
    • View Profile
Re: Movement of sprites between tiles
« Reply #22 on: August 14, 2009, 03:57:15 pm »

What is all this nonsense?
For one..
The defaults are an FPS cap of 100 and a GFPS cap of 30.
My vanilla copy (just downloaded a minute ago): [G_FPS_CAP:20] ???

My apologies.  I haven't downloaded Vanilla in a while (or any other) and am not even sure I have a copy on this install of Windows.  Plus I mess with all of my settings.  I picked a number that I thought was correct.
Logged
Pages: 1 [2]