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13:58 |
detas433 |
Hello everyone, I'ma gonna to ask about how to make DOOM-like player/entity sprite movement in mod. What it means: Instead of being rotated in 3d (Standart Luanti player model) the 2d texture changing depends on rotation of player's camera/entity (yeah, my english as i think is not good but if you didn't understand nothing I'll explain again) |
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[MatrxMT] |
<birdlover32767> try player_ref:set_properties(...) |
14:12 |
[MatrxMT] |
<birdlover32767> with a table like {textures = {"front.png", "back.png"}, visual = "upright_sprite"} |
14:12 |
[MatrxMT] |
<birdlover32767> search the lua api for more |
14:22 |
detas433 |
ok |
14:22 |
detas433 |
ty |
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jonadab |
I mean, the reason Wolf3d and Doom did it that way was because it was trying to run on 386 and 486 SX systems with potato amounts of RAM. |
17:38 |
jonadab |
(And zero 3D-specific or accel hardware on the graphics card.) |
17:41 |
jonadab |
Though, with that said, those games actually looked better than early-3D-accelerated ones, with all the huge polygons. |
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