MrGuilkeyFace wrote:So I was thinking, after CB has been ported, can we throw out bump-mapping? I honestly think it looks horrible. Switching it out for high-quality texture filtering would be nice.
Also, for dynamic lighting (Like in places that have light, Gate B for example) there should be low quality shadows, due to the fact that the game should be supported on devices with less processing power. By low quality, I mean like just a round "Circle" shadow that doesn't take much processing to render.
Finally, I think that the blink system should be improved, like if 173 is behind a wall and you can't see him, he can still move but not into your line of site.
Any other ideas?
Bump mapping isn't going...
Put simply...
1. Bump mapping is used everywhere in video games, it's not like it's a dying technique that isn't used anymore... [Although its usually used in variations of the straight original, usually normal mapping, but that's besides the point.]
2. Anisotropic filtering was a given, I don't know how much work it would take to implement it, but it's goin in there...
3. Anisotropic filtering and bump mapping are totally unrelated, they do different things. Do some research on the two, doesn't take much, just go on wikipedia and search "bump mapping" and "anisotropic filtering," it should give you a good understanding of their differences...
EDIT: Also, you have to remember that Blitz3D is using DirectX 7 or 8, which is SERIOUSLY outdated. This is because Blitz3D was originally created in the early 90's and hasn't really received much love since then. If it had, it would use a newer version of DirectX and would probably support OpenGL, which would allow cross-platform development... The project was abandoned by the original developer and adopted by its current owners [or I should say bought], who have moved away from it to create newer products, like their "Monkey" script thing...
If it isn't broken, it doesn't have enough features...
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