Ring of Brodgar:Object Size
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- Some ramblings about object sizes.
- For a long time the game used a relative simple coordination system.
- Tiles where subdivided by 11.
- And object sizes (width & height only => rectangles) where given in integers (neg-layer data), which represented 1/11 tile units.
- Here the ":placegrid 11" command came in handy. Which made placing objects border-to-border very easy and trouble free.
- Now a days the game has, more or less, switched from the neg-layer to the obj-layer.
- The obj-layer uses floats that represent whole tiles.
- It also, as its using polygon data, can have any shape. Including multiple polygons per object.
- (Each object can also have different polygon sets for different purposed. The final-build hitbox area is currently the main target.)
- (Objects that use the obs-layers are prone to some odd behaviors when trying to place them border-to-border. ... )
- Rectangles can be represented with just a width & height value, as is currently done on RoB.
- Although most objects still use rectangle areas. Some where updated to none rectangle shapes. (like for example the plow or heart-fire)
- As long as the object is more or less a solid area it can still use the width & height of the containing rectangle.
- (Maybe image(SVG) some of the more intricate cases some day. ... )
- Most object size related data on RoB is still given in pure tiles(integer).
- This of course needs to be updated over time. ...
- (currently objects and items use the same infobox input-names. And also use the same property to store them. This probably should be changed.)
- Not sure about how many decimals should be used for these values. Figure Input could be the long version, like 1.234 which is the general used precision in the obs-layer, while the output could be limited to "1.23" or "1.2" (rounded-up ofc)
- ... (Culled obs-layer render) --.MvGulik. 23:39, 5 December 2024 (UTC)