Fix small bugs
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4 changed files with 52 additions and 20 deletions
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@ -297,13 +297,31 @@ much.
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Q: Why is the physics so buggy?
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A: You are right in the observation that Licar physics is not perfect. This is
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A: You are correct in the observation that Licar physics is not perfect. This is
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firstly because of the game's aim for simplicity (e.g. avoiding use of floating
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point) combined with the fact that even without such constraints it's one of the
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most difficult tasks to create a flawless physics engine. We apologize for any
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most difficult tasks to create a flawless physics engine. I apologize for any
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frustration but unless you want to fix this yourself, you'll have to just accept
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it, the game is meant to be a simple entertainment. In other words this is a
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feature :)
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it, the game is meant to be a simple entertainment, not physically realistic
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simulator. After the release of the game it's also difficult to make any changes
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to physics because all previous replays will get invalidated by the change, so
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changing anything about physics will be done very, very rarely.
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Q: The graphics looks weird, stuff near camera seems to kind of warp weirdly.
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A: It's a feature, this is the software renderer's simplification of handling
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near plane culling, it's how it was done back in the era of PS1 and similar
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consoles, it has its charm. It should be possible to turn on the "correct",
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non-warping way somewhere in the code (S3L_NEAR_CROSS_STRATEGY) if you really
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want to, but it will cost some FPS.
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Q: I see glitching triangles suddenly flashing over the screen.
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A: This may be happening in higher resolutions, it's because of overflows in
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integer math. Effort was made to minimize this but it can probably still happen
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at times. Lowering the resolution should generally help, also increasing
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S3L_NEAR in renderer.h should prevent this (but it will have some consequences).
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If it seems real significant, you can report this to me.
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Q: I found a bug or have some other important comment.
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A: Send me an email (found on top of this file).
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