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Re: Faster Turning/Walking (Wishlist)
Re: Faster Turning/Walking // Wishlisteep²Apr 25, 1998, 8:42am
No, the slider sounds annoying. Anything that makes the user have to stop=
and adjust AW is just poor programming. Either do it right or don't do i= t at all. Look at Tomb Raider...specifically Tomb Raider 2...it has dynam= ic lighing (flickering, flares, etc), MULTIPLE light sources, collision d= etection on "avatars" (Lara, enemy humans/animals) up the wazoo, bajillio= ns of textures, multi-mixed stereo sound (with no pausing before playback= , mind you), and Lara can even ride a boat and snowmobile. All this and t= he frame rate is STILL better than AW. Now, granted, AW has to make calls= to servers, checking avatar positions, etc, but still. TR2 has to have a= bout as many polygons/verts, and probably many more textures, within visi= bility as AW does...and it has explicit DirectX support (not just Direct3= D) as well as specific acceleration patches for certain 3D chips. Smack a= level editor and network gameplay and here comes another competitor to A= W. I even suggested these things to Eidos (partial creators of the TR series). I'd much rather be in the TR environment than= AW if it went this route. AW could learn a lot from the TR series, too. [View Quote] > Well, personally, I think the high-speed panning feature is nice... if = you > can use it. Of course, if the D3D driver doesn't support it, you're k= ind > of out of luck there. Do you think the idea of a slider bar as I ment= ioned > earlier might help in your situation? Just a side thought here... suc= h a > slider bar could be included on a "movement control" dailog box of some= type > that could be alternately accessed by right clicking on the "mouse mode= " > button. (just a thought.) |