by SeventhSentinel » Wed Mar 02, 2022 9:20 am
The SRB2 devs simply accepted that limitation. They (and modders) only use polyobjects such that they never leave the sector they spawn in. (I'm pretty sure the primary reason for this was that they couldn't figure out how to render polyobjects correctly in software mode once they left the sector. I haven't checked for myself, but I'm told movement on the polyobject still works correctly after crossing the sector boundary in SRB2.) They still manage to use them as horizontal platforms and hazards, rotating platforms, and plenty of other things that follow a predefined path. So while I absolutely agree that the ideal solution is complicated as you've described, Graf, there's still tons you can do with them given a less elegant implementation.
In any case, it would be nice to render polyobject flats
at all, even if players can't move above or below them. I could have used that in a couple spots while developing Snap

The SRB2 devs simply accepted that limitation. They (and modders) only use polyobjects such that they never leave the sector they spawn in. (I'm pretty sure the primary reason for this was that they couldn't figure out how to render polyobjects correctly in software mode once they left the sector. I haven't checked for myself, but I'm told movement on the polyobject still works correctly after crossing the sector boundary in SRB2.) They still manage to use them as horizontal platforms and hazards, rotating platforms, and plenty of other things that follow a predefined path. So while I absolutely agree that the ideal solution is complicated as you've described, Graf, there's still tons you can do with them given a less elegant implementation.
In any case, it would be nice to render polyobject flats [i]at all[/i], even if players can't move above or below them. I could have used that in a couple spots while developing Snap :p