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[MAF]mooman:
this is shaping up very nicely 8)

[MAF]Epoxi:

--- Quote from: [MAF]Karlis on November 02, 2012, 10:46:08 pm ---like this or more fancy?
PS: i know the float comparison is harder than this due to precision loss, just an example

--- Code: ---int drawLine(floatX1,float Y1,float Y1,float Y2,float steps)
{
  for(float i = 0.0; i <= 1.0; i += (1.0 / steps))
  {
    DrawDot(X1+i*(X2-X1),Y1+i*(Y2-Y1));
  }
  return 1;
}

--- End code ---

--- End quote ---

Thanks, but I am using FTLK which already has a line drawing function.  :D

I was just thinking that I have to make a line length limit because simply joining all the dots will draw big messy lines all over the screen (because of teleports and interiors). I will need to find max. gap between dots, for instance driving an Infernus at top speed for one second.

[MAF]Karlis:
yeah, as player quits wont even be logged you have to connect only if dots are, lets say, not more than 100m apart(that would be 360kmh, aprox. the max speed of NRG-500 when radding).

[MAF]Epoxi:
I found the speed limit for Hydra is 82 units in one second, so I have set the max join gap to 85 units. It appears to connect the dots nicely so far.

[MAF]Karlis:
i think nrg radding can go faster (and boat radding, but we shouldn't support that as it can reach 700kmh and crash the game lol)

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