Author Topic: Half Life 2: On-Calc  (Read 76412 times)

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Offline DJ Omnimaga

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Re: Half Life 2: On-Calc
« Reply #210 on: April 20, 2010, 01:39:24 pm »
26 objects at once.
A lot o.O (altough maybe not as much if you eventually switch to extremly large maps)

SirCmpwn

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Re: Half Life 2: On-Calc
« Reply #211 on: April 20, 2010, 01:42:47 pm »
(altough maybe not as much if you eventually switch to extremly large maps)
Exactly.  I will probably eventually switch to smooth-scrolling.  Also, each enemy counts as an object.

Offline DJ Omnimaga

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Re: Half Life 2: On-Calc
« Reply #212 on: April 20, 2010, 01:43:50 pm »
Oh right yeah x.x I forgot about them

Offline meishe91

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Re: Half Life 2: On-Calc
« Reply #213 on: April 20, 2010, 06:05:32 pm »
Well good luck with solving these issues. I'd help if I could but I doubt I'd be much help :P
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SirCmpwn

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Re: Half Life 2: On-Calc
« Reply #214 on: April 20, 2010, 06:08:39 pm »
I miscalculated.  The maximum number of objects would be 41 with that configuration.  I think.  Maybe.

Offline DJ Omnimaga

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Re: Half Life 2: On-Calc
« Reply #215 on: April 20, 2010, 06:11:01 pm »
Mhmm... if a 128x16 map had about 15 enemies, maybe it should be enough to add objects. For a room with loads of puzzles it might become problematic, though.

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Re: Half Life 2: On-Calc
« Reply #216 on: April 20, 2010, 06:12:09 pm »
Well, whenever I want to swamp the player with zombies, I won't be able to have any objects.
Ravenholm should be fun to implement!  (Eeek!)

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Re: Half Life 2: On-Calc
« Reply #217 on: April 20, 2010, 06:22:00 pm »
lol :P


Offline Builderboy

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Re: Half Life 2: On-Calc
« Reply #218 on: April 20, 2010, 07:02:31 pm »
Im not worried about number of objects so much as the speed.  Is the engine fast enough to handle 40+ objects all going through dynamic rigid physics?

Offline calc84maniac

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Re: Half Life 2: On-Calc
« Reply #219 on: April 20, 2010, 07:28:58 pm »
Nice!
A full physics engine with 64-bit precision however, is a little more complex.  I will do my best to compress it.
64-bit precision? I think something's wrong here...
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Re: Half Life 2: On-Calc
« Reply #220 on: April 20, 2010, 07:31:16 pm »
This project is looking great!  Keep it up! ;D

Offline tr1p1ea

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Re: Half Life 2: On-Calc
« Reply #221 on: April 20, 2010, 07:31:39 pm »
Whoa!
"My world is Black & White. But if I blink fast enough, I see it in Grayscale."


Offline Builderboy

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Re: Half Life 2: On-Calc
« Reply #222 on: April 20, 2010, 07:35:01 pm »
I think he is referring to the fact that the positions for the characters are stored x64 internally, so the objects have more precision in movement and such.  (Kinda like fixed point methinks) although im not sure what the technical term is.

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Re: Half Life 2: On-Calc
« Reply #223 on: April 20, 2010, 09:24:41 pm »
Ooops, I didn't mean 64-bit, I meant 64-pixel.  It has 64 units to the pixel for each object.

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Re: Half Life 2: On-Calc
« Reply #224 on: October 06, 2010, 06:37:38 pm »
Wooo, necropost.
HL2: OC is back!  I'm taking a break from AWTI for a bit, and working more on this.  Axe now has more features to make this kind of thing easier.  I'm starting from scratch, and it will be glorious.
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