Question about hires physics in NeoLemmix

Started by EricLang, April 19, 2023, 02:00:24 PM

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EricLang

Hello there,

I was browsing a bit through the neolemmix code and would like to know if my assumptions are right...

The highresolution mechanics is basically lowresolution.
For this purpose a "Physics" bitmap is created, which - I presume - is a downscaled version of the highres actual terrainbitmap which is rendered to screen.
When changing the terrain (building, digging, exploding etc.) *both* bitmaps (lowres physics and acual highres terrain) are updated.
Is this about correct?
And how about the FootX and FootY position of lemmings and triggerarea's?

Thanks in advance!

namida

Even in low res, two seperate bitmaps are used. Only the visual bitmap is ever high-res; the physics one is always low-res. There are no physics differences between the modes, it's purely visual.

The lemming's foot position works the same way it does in Lemmix; ie: it is one pixel inside the terrain.

Trigger areas work somewhat like Lemmix, but with more than one trigger area map (for different kinds of objects). There's no restriction to 4x4 regions; they can be any size / position.
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)