Search found 4 matches
- 03 May 2014, 16:13
- Forum: Feature Requests and Suggestions
- Topic: Connectors and aids for kits in the editor and/or autotiling
- Replies: 2
- Views: 2477
Connectors and aids for kits in the editor and/or autotiling
Simple suggestion, I think. Designing interiors is an insane pain in the original TES Construction Set, and being able to have them automatically align would speed the process up greatly.
- 03 May 2014, 15:45
- Forum: Feature Requests and Suggestions
- Topic: Spellmaking improvements
- Replies: 29
- Views: 14838
Re: Spellmaking improvements
More on topic, for a change.
I think that a great way to do this would be to have spell definitions in the data files/editor, and allow adding multiple properties, as well as a small script that calculates the cost(s) based on them.
I think that a great way to do this would be to have spell definitions in the data files/editor, and allow adding multiple properties, as well as a small script that calculates the cost(s) based on them.
- 03 May 2014, 15:41
- Forum: Feature Requests and Suggestions
- Topic: Terrain Tunneling/Arching
- Replies: 63
- Views: 38857
Re: Terrain Tunneling/Arching
Honestly, basic voxel meshes border on trivial, in the simplest case all you need to do is copy-paste some open source code for marching cubes, and perhaps adapt it a slight bit to whatever data format you're using. As for performance, they can be fast, very fast, consider that in Minecraft, in the ...
- 26 Apr 2012, 08:55
- Forum: General Development
- Topic: [post-1.0] Scripting enhancemnts
- Replies: 88
- Views: 51032
Re: [post-1.0] Scripting enhancemnts
Just registered to throw in my two cents. I also believe that MW scripting language is very poor and all attempts to improve will only make it slightly more bearable but never good. I vote for using an existing VM instead, probably Lua due to how simple it is to embed it in a game (although I person...