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authorJohanna Ploog <j-p-e-g@users.sourceforge.net>2009-12-30 22:41:34 +0100
committerJohanna Ploog <j-p-e-g@users.sourceforge.net>2009-12-30 22:41:34 +0100
commite0e44091de168f61efac2938a15e23cf27b4c116 (patch)
tree70159d4a2f87f699e2d0cdbb145ad56e41e0cb2e /crawl-ref/docs
parentf5cf60aa3d03183567b8349ac9a43822261d64ab (diff)
downloadcrawl-ref-e0e44091de168f61efac2938a15e23cf27b4c116.tar.gz
crawl-ref-e0e44091de168f61efac2938a15e23cf27b4c116.zip
Add wave tiles to smoothen the transition between shallow water and floor.
Currently only applies to Shoals, partly because the relevant base tiles are only used in the Shoals, partly because it's experimental. The checks needed for adjacent water tiles increase the drawing time, but I'm not sure by how much, seeing how in my test runs I only measured the seconds used for &O and came up with no noticeable difference. Still might increase lags on computers already prone to slow tiles, in which case we'll need to revert this change. Making the dungeon look less "gridlike" greatly improves the graphics and makes me want to extend the concept to floor/floor transitions, but it could potentially harm the interface. Not sure where to draw the line, and in any case the lag appears to be the more imminent problem. I've also played around with also adding waves for the shallow/deep water transitions but this would require special behaviour also for the water masks used for monsters and items, which is not a problem for floor tiles.
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