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shadowed area isn’t really safe until your bullet passes enemy wave. so just do it every time enemy wave breaks.
keep tabs on shadowed area as in keeping track of hits, and retrieve them in the same way. then shadowed area could be handled like real shadows, but weighted.
I am going to do it like that in Oculus 1.3.3. Also I was too lazy to calculate without bullets passing the waves so I did it by simulation. It will be easier to add.
Dsekercioglu (talk)