safemode wrote:Ok, so i'm cleaning up the optional variables... and finally consolidating _ALL_ of them into the vs_options class ...since that work was started and never completed years ago.
I saw the patches. It's not so nice to add extern blah game_options to every cpp that uses it, include the extern in options.h.
Additionally, I'm reworking particle systems so all the options about particle systems will probably collide with trunk. Again, not your problem, just mentioning I'll have to work extra to merge that.
Other than that, go ahead, it will probably make it easier to edit settings on-the-fly.
safemode wrote:Came across the sparkles code in halo. Each particle initializes a opcode collider? There has to be a better way to signify damage.
Um... an opcode collider itself isn't that expensive, but sure, it should be improved. Don't worry. I'm already reworking much of that code.
safemode wrote:seems like a damage shader that can be executed on units with hull damage that modifies the textures similar to how we have planetary shaders that work on them would be far more functional.
Yes... got tons of ideas regarding this, though I'm sure my ideas would require hefty hardware (because of all the texture units it would require, far higher than average).
safemode wrote:Either way, this particle system needs serious overhauling. and it should be default off until it's practical. As of now, it makes the game completely un-playable when rendered to screen.
I'm on it.