Aum110 ready

Posted By: George

Aum110 ready - 08/30/13 08:59

Dear friends,

The new magazine is finally ready!

Aum110 download

Have a great day.
George
Posted By: djfeeler

Re: Aum110 ready - 08/30/13 09:17

Thanks for this new aun ^^.
Posted By: George

Re: Aum110 ready - 08/30/13 10:34

You are welcome!
Posted By: sivan

Re: Aum110 ready - 08/30/13 13:16

thanks!
Posted By: Random

Re: Aum110 ready - 08/30/13 13:46

Great! I really like that shader editor.

PS: Could anybody help me translate the pathinding (ai9) from global to local. So that we can use it with more then one "evil rabbit".
I have to use a very old laptop that could barley play the ai9 demo and I have to wait a bit for my new computer...
Posted By: painkiller

Re: Aum110 ready - 08/30/13 13:57

thanks george!
Posted By: PadMalcom

Re: Aum110 ready - 08/30/13 14:33

thank you!
Posted By: George

Re: Aum110 ready - 08/31/13 06:35

Thank you for the kind words, guys! Random, I'll make the code work with lots of enemies. Basically, you need an array that stores each enemy path; apart from that, everything should work fine using local vars, etc.
Posted By: CanadianDavid

Re: Aum110 ready - 08/31/13 07:49

I see you actually benchmarked the impact on the framerate when using c_scan on many entities! Thanks for putting the function into perspective! laugh
Posted By: Nems

Re: Aum110 ready - 08/31/13 09:34

Thanks...
Posted By: Nowherebrain

Re: Aum110 ready - 09/02/13 13:43

I only get blank pages from it under win7 x64, I cannot remember the workaround for it???
Posted By: PadMalcom

Re: Aum110 ready - 09/02/13 17:00

Right click -> unlock (Or sth similar)
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