Oysi
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| Joined: 06 Jul 2009 |
| Total Posts: 9058 |
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DrHaximus
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| Joined: 22 Nov 2011 |
| Total Posts: 8410 |
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| 14 Jul 2013 01:10 AM |
what a badass attempting to swear on youtube instead of roblox
oooawwwwyeaahaha |
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dekkonot
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| Joined: 22 Dec 2010 |
| Total Posts: 6685 |
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| 14 Jul 2013 01:15 AM |
I demand coding.
~ Linguam latinam est optimum ~ |
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Oysi
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| Joined: 06 Jul 2009 |
| Total Posts: 9058 |
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dekkonot
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| Joined: 22 Dec 2010 |
| Total Posts: 6685 |
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| 14 Jul 2013 01:20 AM |
So send me a pastebin via skype.
~ Linguam latinam est optimum ~ |
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| 14 Jul 2013 01:37 AM |
wat?
How did you get the movement synced with the camera? Every time I try something remotely similar to this, my brick ends up flashing back and forth when the camera moves. |
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| 14 Jul 2013 01:37 AM |
Oh I thought they were parts.
Nevermind. |
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| 14 Jul 2013 01:47 AM |
| Just time it, that'll help. |
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Oysi
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| Joined: 06 Jul 2009 |
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| 14 Jul 2013 05:23 AM |
| Now go make a version that is even more efficient by using a quadtree instead. |
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| 14 Jul 2013 05:25 AM |
Hm, actually it wouldnt be more efficient... :c
aw, it would have been cooler :c
Is the amount of rows you use fixed or does it depend on the slopes of the lines? |
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Oysi
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| Joined: 06 Jul 2009 |
| Total Posts: 9058 |
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DrHaximus
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| Joined: 22 Nov 2011 |
| Total Posts: 8410 |
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| 14 Jul 2013 05:46 AM |
| or you could've waited for roblox to make a more efficient c-side version and do homework or something (i dont know what noobs like you do in their free time, make fountains and stuff) |
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| 14 Jul 2013 05:49 AM |
| in oysis free time he devours software limitations |
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| 14 Jul 2013 06:05 AM |
Ah, so you use individual lines instead of pixels. Nice optimization.
Do you think it would be possible to use squares instead of lines? You know, fitting the largest possible unrotated square inside a rotated square, and then putting the next largest possible square in the remaining space, and repeating, and so on. I haven't really thought about the logic behind it, but I think the idea's valid.
The Unwise Wizard of Scripters has spoken. |
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blocco
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| Joined: 14 Aug 2008 |
| Total Posts: 29474 |
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| 14 Jul 2013 06:54 AM |
| You won't pastebin it because nobody will see it. Yeah, that makes a lot of sense. |
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Oysi
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| Joined: 06 Jul 2009 |
| Total Posts: 9058 |
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Oysi
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| Joined: 06 Jul 2009 |
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| 14 Jul 2013 07:09 AM |
Using a quadtree to form the rotated gui might seem like a good idea at first but i quickly realized it would actually use a lot more frames than doing it row by row.
The only possible optimization i see is dynamically varying the amount and size of rows used based on the slop of the edge(s)
So if you have a not rotated frame you can use a single row to draw it.
And if its just slightly rotated you can get away with just a couple of rows.
a 45 degree edge would require the highest density of rows.
You might be able to also factor in the rotation speed as if its rotating fast the small details might be harder to see and you can use less frames. |
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| 14 Jul 2013 07:11 AM |
| Of course if we had wedge shaped guis (you can use an imagelabel/button but you cant change its color so...) a rotated rectangle would be drawable with just a few gui objects. |
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| 14 Jul 2013 08:01 AM |
| Oysi... it's better somewhere than nowhere. Just stick it on pastebin and let us deal with it. |
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As8D
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| Joined: 24 Dec 2009 |
| Total Posts: 2907 |
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| 14 Jul 2013 09:40 AM |
Mopmop.
Is it only for Frames, or what about ex. ImageLabels? ): Also, rotation on Z-axis is bawring.
Gut job though. - As, Rablaks, you won't miss it. |
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Oysi
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| Joined: 06 Jul 2009 |
| Total Posts: 9058 |
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Sorcus
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| Joined: 29 Nov 2010 |
| Total Posts: 3775 |
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| 14 Jul 2013 10:26 PM |
Mine works for images and text! And even Scale9's for that matter :)
-- Sorcus |
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