[PLAYER][SUGGESTION] Use simulation routines for all skills

Started by namida, October 07, 2016, 02:57:47 PM

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namida

Currently, the glider is fully simulated to determine the path for its shadow. On the other hand, all other skills merely run an approximation - in some cases this is sufficient for all cases (eg. Bomber), in some cases fairly detailed but not perfect (eg. Basher; which sometimes comes up incorrect and doesn't account for up/down, but overall gives a good approximation), and in some it can be quite lacking (eg. Builder; which shows the path of the bridge but doesn't give any information on rebounding off blockers, where the bridge will actually stop, etc).

Would I be right in assuming people would prefer these to also show accurately-simulated previews?
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

Nepster

Doing full simulations for all skills is already on my to-do list.

namida

Alright. I was going to look at it myself, but if you're already planning it, I'll leave it to you. :)

Are you expecting to do it soon, or might it be a while? (To determine whether or not to wait for this before releasing V1.48n.)
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

Nepster

Simulations are added for all shadow types now.

But there are still a few inaccuracies:
- Copied bricks from builders turning around at blockers/force fields are not visible in shadows. However all further bricks that are placed after turning around are at the correct position.
- Bashers stop slightly too early in front of steel. This is because the stop-working-checks in normal game-play use a simulation and simulating lemming within a simulation doesn't work too well.
- If bashers or miners move more than one pixel up or down, there will be a small gap in the shadow pixels.
- If bashers or miners turn around at blockers, there will be a few unnecessary shadow pixels placed in the middle of the tunnel.

There is still the problem how these shadows should be colored, to ensure good visibility in all styles.

namida

This is still a HUGE improvement over before. :) Previously, many common cases would give misleading shadows; based on your descriptions and quick testing, now it's only fairly uncommon edge cases and/or those that can easily be filled in by a human prediction rather than requiring trial-and-error (or in-depth physics knowledge).
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)