On Tuesday 04 March 2008 22:21:46 Leo Wandersleb wrote: > Stéphane Magnenat schrieb: > > One thing that would be great would be a gradient algorithm that supports > > nydus channel, i.e. some teleportation points. *That* would affect > > gameplay. > > in what way would tunnels not be covered by grass fire? once fire hits > one end of a tunnel both ends start burning and you are done. problem > would be the near field path finding as this would not only need to take > into account a 9x9 area surrounding the glob but in worst case all > fields than can be reached through all cascades reachable by all > surrounding tunnels (infinite).
Grass fire is perfectly sufficient, but the current implementation must be aware of tunnels. But it is a detail. Anyone else would like to see tunnels? Steph -- http://stephane.magnenat.net _______________________________________________ glob2-devel mailing list [email protected] http://lists.nongnu.org/mailman/listinfo/glob2-devel
