When will the next version come out?? You said it was gonna come out last week?
Best wishes, EvilNick
Not Telling
14 September 2010 - 06:28 PM
26 July 2010 - 01:22 PM
24 June 2010 - 09:27 PM
27 May 2010 - 09:34 PM
You are right, it doesn't work.I have already tried that. It won't work, it remains the same!
But if you had followed my post carefully you'd have noticed that the correct code is one that uses point_distance(x,y,objCamera.x,objCamera.y), not -point_distance(x,y,objCamera.x,objCamera.y).
You see, the distance is larger for the objects that are farther away: they also need the depth value to be larger so that they are drawn first. The objects near by should be drawn later, so they should have smaller depth, which they would now that the distance is smaller.depth = point_distance(x,y,objCamera.x,objCamera.y);A slight optimization would be to use:depth = (x-objCamera.x)*(x-objCamera.x) + (y-objCamera.y)*(y-objCamera.y);which is the square of the previous one (this works because x^2 is strictly increasing whenever x>0).
27 May 2010 - 10:05 AM
...NewlyDiscovered did, use that. You need to set the depth of each wall (they have to be separate objects) based on their distance to the camera object. That way, the closest wall will draw last, over all the others, and you won't get any artifacts from overlapping walls.As for now, Tepi's first post was actually helpful, but it didn't help me fix the problem in my game. I would appreciate it if you guys can post a code or something here.
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