But I just said that could actually be a bad thing! I'm wondering how carefully you've looked at my post.SRB2CB's slopes do angle the player, and does feature passable slope physics.
But I just said that could actually be a bad thing! I'm wondering how carefully you've looked at my post.SRB2CB's slopes do angle the player, and does feature passable slope physics.
You just answered your whole post. Nobody (Or the majority) really cares about such small things. I People are more worried about larger problems like the Billboard effect for one; and for two SRB2CB fixes most of those problems (or at least tries).NOBODY seems to notice
It happens in official Sonic games.then Sonic standing perfectly straight on a 45 degree slope just isn't going to look as believable as standing on a 45 degree flight of tiny stairs.
Whoa whoa whoa. You're saying that the billboard effect is a more pressing concern than no distance lighting or botched colormaps? No offense, but that's totally absurd.You just answered your whole post. Nobody (Or the majority) really cares about such small things. I People are more worried about larger problems like the Billboard effect for one; and for two SRB2CB fixes most of those problems (or at least tries).
I dont personally think the billboard effect's a problem, but by the general opinion of people from what I've read, it is.Whoa whoa whoa. You're saying that the billboard effect is a more pressing concern than no distance lighting or botched colormaps? No offense, but that's totally absurd.
What is with people's obsession with the billboard effect? It's an incredibly trivial issue. As I said before, the alternative is actually weirder looking--do you really want to look down at 90 degrees and see a character's sprite as though he's dead on? By contrast, OpenGL's inability to display distance lighting or proper colormaps is a legitimate and serious shortcoming of the engine.
You mentioned replacing the blockmap. Why?
What do you propose replacing it with?
How are you going to handle the player moving super fast? Going 60 FRACUNITs/tic is already really pushing it (for perfect collision, you should only move radius/2 per tic). If you place rings on those slopes where you allow moving 120 FRACUNITs/tic, you'll notice that you run right through them.