Animmaniac's Forum Posts

  • From my point of view is clear that behaviors are not giving you the results you expect. Tweaking them can have a big chance of not getting were you want to and still taking a lot of work.

    In this case I would particularly go with number 4, since it seems you want full control of how the balls behave. I would remove the variable of having "unpredictable" behaviors to any extent, so there's no chance of getting stuck in any way.

    If you are confident that you can do it through events and have a good clue of how to do it, I would say go for it. Otherwise consider your current capability and take what you fell most comfortable with.

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  • R0j0hound was faster than me, although I think my solutions can have it's uses since they offer more control.

    One you can set the opacity of intersection, and the other you can set a color for the intersection.

    Solid Overlap Effects

    Example capx

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  • Nice! I started to mess with the same idea some time ago, but ended up very busy and didn't have the time to finish it.

    I also made a proof of concept for a raycast shader that would work great with this. It still needs a lot of polishing to improve precision, correct some distortions and achieve better performance, but it proved feasible:

    Raycast Shader Demo

    Controls:

    WASD / Arrows - move

    Mouse - rotate view

    Left Click - draw at cursor

    Right Click - erase at cursor

    Mouse Wheel - change "angle" of view

    M - show/hide map

    *There's no mouse lock, so if you rotate too much to one side you need to rotate back to aim correctly. Also the draw/erase only works when you click over the window.

    Hopefully I will finish it someday, then we can combine it with mode7 for old school FPSs.

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