Re: Designing an Audio FPS

@jimmy69, I disagree. I don't recall if he said that this would be a fully 3 dimentional game, but even if so, I don't think that you really need anything fancy. As long as you can tell up from down, you really don't need that much quality. Sure, it definitely helps, but I've also found that you have to be careful with it. Some people will use circular based audio in a linear tile based game or something similar.
I guess I should ask, and this is before atempting the demo, @op, may I ask what polygon's you're using for movement and audio?

@CheeseWheel, that's a bad ass gun! I didn't know you could buy guns with mounted launchers like that. You were probably being sarcastic, but to my knowledge you definitely wouldn't have been able to buy grenades for that, right?

@op I also don't know if you're using frames, you probably are. If so, if you have a form of constant freform turning, please make it move by small increments of 5 or 10 degrees. My experiments show that in a 60 FPS, when turning 1 degree every frame, which is 0.016 seconds, it takes a long ass time to turn a full 180. Speaking of, ways to snap 180 would be nice, as well as a possible indicator while constant turning to due North.

I'm now going to play the demo and post again afterword.

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