Resource hog. Think about it, basicly, the engine will be redrawing the world from a different angle with a mirror. Thats alot of extra work.
Why what? Be specific
Thothie said:Inference is only for the sentient.
Seems ashame to waste such a lovely effect... I don't think the FPS hit would be so bad in areas where the reflections didn't include too many polys or models... Seems it might be prudent to include a new entity... ms_reflective_wall, ms_reflective_illusionary, and/or ms_reflective_water. You could then control where in the map reflections occured, and could even add them to things other than water... Maybe even add entity properties to control the nature of the reflection itself.
Just a thought.
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"I like this wal-mart funeral home idea." - John Dobbin
Saint Thoth
-=Night Goul=- said:You sure thats a screenshot and not a render? :roll:
Reflections FTW, but if you host a server with them you better get a nice comp :/
Thothie said:It's a screenshot of a render.
Reflections FTW, but if you host a server with them you better get a nice comp :/
Think it would be done client side - or at least, I see no reason for the server to need to track the reflection's position. Lag generated would be FPS lag. Again, easily delt with if the mapper had control over where the reflections were to occur.
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"Time is an illusion. Lunchtime doubly so." - The Hitchhiker's Guide to the Galaxy
Saint Thoth
Ewok said:Some people just need to be told twice...
- Ewok
Thothie said:Can this system do horizontal, as well as vertical reflections? (Ie. Can it be used to make mirrors on walls, as well as floors?)
Kuroneko said:Thothie said:Can this system do horizontal, as well as vertical reflections? (Ie. Can it be used to make mirrors on walls, as well as floors?)
Yes
-=Night Goul=- said:That looks pretty good. How did you get the arms to be behind him like that?