#pentagram@irc.freenode.net logs for 21 Aug 2006 (GMT)

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[20:38:35] <jargon> wjp
[20:38:48] <jargon> i know how to render u8 in 3d
[20:39:14] <jargon> it will take a lot of work tho
[20:40:17] <jargon> remember breath of fire iii
[20:40:19] <jargon> like that
[20:40:47] <jargon> only rotate 60degrees in each direction x,y,z
[20:41:03] <jargon> however once that is implemented...
[20:41:29] <jargon> i also know how to use perspective so that the higher up your character is, the smaller the ground below is
[20:41:53] <jargon> and also so that walls 'tilt' as you walk past them
[20:43:07] <jargon> would be relatively easy to implement once all the hard work is done, it may look a little odd, but its the best bet
[20:44:19] <jargon> sprites could possible by later replaced by 3d models
[20:44:37] <jargon> but in the beginning states it would just deform the sprites to match
[20:52:31] <jargon> s/states/stages
[20:52:36] <jargon> nm just make a clone
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[21:16:48] <Keal> wjp
[21:17:24] <Keal> where in the source is the code that causes avatar to go off balance at the edge of a drop?
[21:17:30] <Keal> i cant find it
[21:20:41] <wjp> why are you using two different nicknames?
[21:20:52] <Keal> because i rebooted
[21:21:21] <wjp> world/actors/AvatarMoverProcess.cpp
[21:21:29] <Keal> ok thanks
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