![]() ![]() We got batteries, consumers, APCs, generators, … The system is intelligent about power usage, and Watts/Joules are correctly defined.Ī big difference from SS13’s system is that energy drain is handled by the power network, not the invidual machines. We have a power system now! It took an iteration or two, but we’re quite happy where it’s at now. This is an amazing graphical detail, which makes things like computers look incredible: The first example is allowing specific layers to be exempt from lighting. Luckily, Godot was not desiged at the turn of the millenium, so we can write our own fancy graphics! BYOND never really supported this, only giving you specific presets like color matrices and 512’s simple filters. Which yes, is one of the many things they’re used for. So you might’ve heard the word “shader” used as a fancy way to say dude fancy graphics. Shader support! Each layer of a sprite component can have its own shader applied, which means you can do some fun stuff!.Layers can even have custom scaling and rotation. I killed off all except SpriteComponent already in the Godot refactor, because they were too painful to maintain. The APIs were also horrible, and they couldn’t be controlled from the server, which was also a major pain point. ![]() You’ll note that in say BYOND, there’s no distinction, so these should just be merged. Because item code and such isn’t in the main engine anymore (thank god), That leaves us with two component that actually matter: SpriteComponent and AnimatedSpriteComponent. I’m sure all of this worked at some point, but horrendously poorly, and awfully thought out. Nothing made sense and everything just used WearableAnimatedSpriteComponent because it was easiest to put into a prototype, although the animations system never worked. You’d think this is pretty simple, but this is how many sprite component variants there were in the main engine: So when you want an entity to render on the map, you need a component that gives it a sprite. ![]()
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