Dynamic walls

So before I start explaining what I did this past week I want to give a quick thank you.  I want to thank all the people who have taken the time to visit it really means a lot to me that there are people interested in what I am doing.  I would also like to thank El Furriando.  He has shown me a lot of amazing things that can be done in Furcadia. Seriously my mind was blown, it took me a long time to process some of the things that were done.  And he has shared with me some of his dreams which will go a long way to helping me put this project together.

Also for everybody celebrating this weekend I would like to say Happy Holidays! :)  I hope you have a fun and safe holiday weekend.  That being said this update is coming a bit later and may have more errors than usual.  Also I will not be able to make recordings because I have a busy weekend traveling and gathering with family.  What I accomplished with the code is fairly straight forward so it will be a fairly short post.  And I will have to go back and color code the code a bit easier so you can see easier the changes that were made.  Now that is out of the way, lets get onto what I accomplished this week in my dream weaving adventure.

So as the title says I added dynamic walls to my dream, these walls help visually divide the floor space but allows you to see through them as they pass by them.
First off I used a cube like item and placed them in the rest of the unused spaces in the dungeon region.  These come together to form the walls in the dungeon.  It is a lot easier to lay the walls this way then to try to find the edges of the room and place walls around them.  Which would be doable but would take a lot more code, especially with the way the coordinate system works.  Anyway this places the walls down but you cant see what is on the floor next to the southwest and southeast walls. The first solution I made to this was to create an area taking the players position and creating a diamond around the player to remove those items.  This plays against another bit of code that puts these walls back.  Though this worked it broke immersion a little bit so I created another item which was a dithered version of the first item.  That way you can see through that item.  It gets a little more complex than that in code because I had two add two iterations with different causes to make sure that it ran smoothly and the player couldn't get ahead of the processing.

You can find the code here


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