Yea the God rays effect is CPU intensive, GPU wont help you there .
car behavior shouldn't just act completely like a real physicsy car, it just gives you a basic rotation and acceleration engine. That sliding you speak of is tough to make, and better suited for a physics engine.
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No deadeye, it's there forever. By the way, there is no plans for an option to toggle it, and won't ever will be. I leik dotted leinzzzzzzzzzzzzzz z.
(But seriously, It better be togglable rich )
After thinking this up in a boring English class today, I present to you the latest Whine Engine feature...
GOD RAYS! Download it NOW on the Whine blog.
Never use rapidshare to upload files, it sucks bigtime! Get dropbox instead; it allows you to upload your files to a folder on your pc which are synced with a master server. You can even edit your files in the folder and there would be no need to change the link.
I find using someone else's sprite sheet takes a massive bite out of the originality of ones game. Just my opinion.
The Whine Engine.
Hehe, thanks. I'm trying as much as possible to capture the power and feeling of the guns in the Whine engine. I love games where it's fun to just shoot the guns (even at nothing).
the keyword is "near enough". I need my game to move the objects in increments of exactly 1. I'm very aware that fixed framerate runs slower during lag, but i'm ready to live with that. The game requires pixel precision and the chance of slowdown is minimal. I'm pretty sure that all super nintendo games use a fixed rate engine. The only reason i'm using it is so that the game runs at the same speed on faster displays.
lol oops, posted my on brothers account. So yea the whole point of fixed framerate is that you have pixel perfect precision which runs at the same speed on every pc.
uploaded a cap to demonstrate problem.
http://dl.getdropbox.com/u/1010927/Fixe ... ateBUG.cap
also placed this cap on the tracker, in the report i made.
sure thing Ash.
Member since 25 Sep, 2008