Gun Models
Here are some alternative methods that would be easier on the system:Radruin wrote:QUOTE (Radruin @ Nov 28 2007, 03:16 PM) I think Data's point is that it's too CPU- or GPU-intensive to be worth it. Really, a sensor equivalent (sort of like a short-duration ballistic-trajectory probe, shot from a gun) might be easier. Perhaps overpowered though.
You could do an AvP-style "light enhancement" system, which disables your radar while it's on.
You could do lights built into the level that can be switched on and off (perhaps by repairing/destroying generators). This will still be a bit CPU intensive, but controllably.
You could do something which causes life forms or engines to glow - not requiring a point light system, but still making things very clear.
You could simply play with radar range like they do in Allegiance proper.
And I definitely like the idea of having a "tag" system... a laser designator that allows another player to lock on with heavy armaments.
Actually, I think it would be cool to make a game where your radar wasn't YOUR radar, but was instead piped from radar devices your team planted - probes. After all, when's the last time you saw an infantryman or even main battle tank with radar?
But this is probably not the game to do that with...
-Craig
Now what is wrong with this quote...Andon wrote:QUOTE (Andon @ Nov 29 2007, 05:40 PM) This is good. Tribes is torque, and if it can be done there it can be done for Quantas
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