Originally Posted By: Error014
How many of those hexagonal grids are there? What kind of variety is there?
In the video, there didn't seem to be TOO many differences, which I understand is due to the early work-in-progress nature of it. But what kind of changes in the tiles can we expect in the full game?


There is just one hexagonal grid. It is used to constuct the path. Each light is near the center of each cell. In the example the grid has 16x16 cells, but it can be up to 128x128 cells with tons of performance problems because the grass models. I tried merging them to less entities but with no luck until now.

The actual state is something like a glue for special events triggered along the path. The path has space in both sides (now occupied by trees) that can be filled with unique models that will give some diferences to the sceneries. I agree, right now it looks very flat. It has just seven different models indeed!

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I added an atialiasing and dof blur effect to the render pipeline



Salud!

Last edited by txesmi; 07/08/12 17:27. Reason: dof not fov! :D