Pzt_Kevin_dtn wrote: |
I don't think I could accept pause at all. |
Senior_Drill wrote: |
One of the axioms from Murphy's Laws of Combat is the sometimes the hard things are very simple and the simple things are very hard. Pathing is one of those hard things is due to the square grid "hex" system that underlies the map graphics for element and elevation coding in all the existing CC game engines. It is hard to draw pathing lines that cross into different rows and columns. If CC6 goes with a real hexagonal grid and those hexes are done at the 1 hex = 1 meter scale instead of the CC 1 "hex" (really a square) = 2 meters, it would go a long way towards getting good vehicle movement. Also, having the tank size as a rectangle instead of a square would help things as well. What we see on the map as a pretty, retangular tank is actually seen by the game engine as a square set of data that most often is wider than the graphic, or longer than the graphic. This leads to problems when the too wide square tries to go down the too narrow set of elements. It keeps bumping into things it can't enter. Make the tank's "square" too small to match the graphic width, and you get funny stuff like the long tank trying to hump the one in front of it. |
Senior_Drill wrote: |
It is hard to draw pathing lines that cross into different rows and columns. |
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