?? can't u just tell us what happens? Not everybody has notepad (yes yes, stupid mistake 2 delete it) plus; i'm not so technical 2 fix the file up after i looked
I have not tried it yet either, but with the code before the last release, all sensors would report false distances. Now, the sensors that go parallel to the gridlines will work, but the diagonal one still will be off because their endpoints get clamped to the arena bounds and not clipped as would be correct.
Just tried it. It looks sick! Amazing how the lines give your eyes the illusion of real lighting. An optimized version of this ( you know, where you cast slightly less than 1024 rays ) that also lights up the walls and that only shines to the front could be a good addition. You'll see those guys coming after you that you thought you have trapped.
As for the bugs uncovered here:
I already fixed the bug that caused eSensor::before_hit to be set to a wrong value when the hit wall is temporary; you'll be able to use that instead ( I did not anticipate that bug ). I'll implement proper clipping later, so the distance function will work, too.
Edit: done. It was easier to do it right now that go go through this bug-entry-reminder stuff.
Amazing how the lines give your eyes the illusion of real lighting. An optimized version of this ( you know, where you cast slightly less than 1024 rays ) that also lights up the walls and that only shines to the front could be a good addition. You'll see those guys coming after you that you thought you have trapped.
Crazy things sometimes lead to interesting ideas.
As for the bugs uncovered here:
I already fixed the bug that caused eSensor::before_hit to be set to a wrong value when the hit wall is temporary; you'll be able to use that instead ( I did not anticipate that bug ). I'll implement proper clipping later, so the distance function will work, too.
Edit: done. It was easier to do it right now that go go through this bug-entry-reminder stuff.
Will check out (actually update, not checkout ) the CVS later today or tomorrow.
Yes!!! Waaaay too slow with 1024 sensors per cycle. You can see it on the screenshots: at the start of the round my framerate was 11 fps and after only a few new walls it already dropped to 5 fps. And it's very low anyway.