![]() ![]() ![]() Instead, we³ will be striving to deliver a really good 2D view with clear height impressions for 4.3. Some people wanted an isometric view, but we² decided that it’s too hard to implement. We¹ will implement a 2D top-down view in Kolf 2.0 as it is known from the 1.x series. I have spent much time to think about the further way of Kolf, and the path seems quite clear now. As you cannot see correct collisions on a screenshot, and I have not yet installed recordmydesktop or such, you will have to checkout the code from playground/games. Now some of you would like to see this code in action. The new implementation is much more compact and readable than the old one, and I have ensured through some simple tricks that the quirks with the old code (esp. My recent achievement has been first code for collision handling. Real life has been busy recently, but work on Kolf 2 is going on.
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