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Showing content with the highest reputation on 2013-06-23 in all areas

  1. http://trac.wildfiregames.com/ticket/2003 A quick texture based on: cobra.zip
    1 point
  2. I found this and I was wondering if it could be somewhat useful/ported/working in pyrogenesis? It's for blender game engine, so I have no idea if it could be used in our engine.... http://www.blendernation.com/2013/06/22/waterunderwater-sky-shader/
    1 point
  3. Pretty much the best way to do it would be to set the terrain pathfinding in stone when the map is generated and not have it "update" based on the terrain height changes. This is what happens with Age of Mythology. Sometimes the flattened terrain would create little cliffs around some of the edges that would normally cause passability issues, but this should be ignored by the pathfinder.
    1 point
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