Don't count your chickens before they hatch.Skin_ wrote:Hurray, a friend informed me that this would never be added. Glad to see he's wrong!
Re: SCP-860 implementation list + discussion
#91M-x dingus-mode
Don't count your chickens before they hatch.Skin_ wrote:Hurray, a friend informed me that this would never be added. Glad to see he's wrong!
I'm willing to help you with the Blitz3D part. I still have the room and the source code, I can update that quickly and merge it with MonocleBios' code (but I don't have this).Mirocaine wrote:Updated main post.
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Yeah I PM'd him to ask where he might of placed the latest source code build.. I think he mentioned something about only being able to access it in December. Anyhow I'm working on just finishing up the assets real quick so this can be as smooth as possible.....juanjpro wrote:I'm willing to help you with the Blitz3D part. I still have the room and the source code, I can update that quickly and merge it with MonocleBios' code (but I don't have this).Mirocaine wrote:Updated main post.
Spoiler
It made paths by stepping through an empty array. Made use of direction variables for traversal, then added the last row manually. Special tiles were added by placing nodes during the generation of the main path.juanjpro wrote:I'll see what I can do to optimize the forest. Could you describe the forest's generation algorithm? It's the only thing I need to port it to Blitz3D.
Thanks, now I have an algorithm that seems to be good enough. Here's a sample:MonocleBios wrote:It made paths by stepping through an empty array. Made use of direction variables for traversal, then added the last row manually. Special tiles were added by placing nodes during the generation of the main path.juanjpro wrote:I'll see what I can do to optimize the forest. Could you describe the forest's generation algorithm? It's the only thing I need to port it to Blitz3D.