Real Time Slopes?
Moderator: GZDoom Developers
Real Time Slopes?
I think the title explains it, but if not:
How hard would it be to have slopes be calculated in real time, so they can change during the level? This would be very useful for creating more realistic looking waves, and other things, like something trying to poke through the dirt. The ground slopes up to a point, then it falls back down, making a crater. You can kind of do this with the Floor_waggle, but that doesn't change slopes. So, is it possible, or too much work?
How hard would it be to have slopes be calculated in real time, so they can change during the level? This would be very useful for creating more realistic looking waves, and other things, like something trying to poke through the dirt. The ground slopes up to a point, then it falls back down, making a crater. You can kind of do this with the Floor_waggle, but that doesn't change slopes. So, is it possible, or too much work?
- Lexus Alyus
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- Cutmanmike
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The original announcement:cutmanmike wrote:What is this legendary doomscript I hear of?
http://forum.zdoom.org/potato.php?t=43
You know, it's hard to believe it's been six years since I first read that. Anyway, as I understand, Doomscript was an attempt to remake ZDoom along the lines of modern gaming engines. That's where there is a strong separation between the base engine and the game. The engine provides a generic way to implement environments, entities, physics, etc, and a scripting language of some sort on top. That way the actual game code can be implemented separately from the engine code. Doomscript would have been the scripting language, and Doom itself would have been sort of reimplemented using this new language and the generified engine.
From an engineering point of view it's lovely, although it was never a very realisitic proposition for a solo programmer's hobby project. Although if there's anyone who disagrees with this, please prove me wrong!
