Istrebitel
Istrebitel
Rendering algorithm we use only properly renders objects that stay in their tiles. Otherwise all sorts of artifacts happen. We need a new algorithm to properly render moving objects and...
Right now the game comes with translation for many languages but it seems the fonts don't support it? Can we somehow quickly convert some basic font into game-usable format so...
Currently profiling shows that an intense battle (36 anthropods vs base defenses) has processor time spread as follows: - 50% on redering, of which: - 25% (a half) rendering map...
Some forms have a minsize of 640x480 but size of 646x484 and have a border of 2x2. Some don't. This looks good right now with form having a border, but...
Right now vehicles firing is implemented in a strange way: - First we cycle through every equipment on vehicle to see if we have any functional weapon and remember biggest...
Right now the code that calculates leading target is a crude implementation This happens in places like: ~~- vehicle firing on vehicle~~ ~~- vehicle firing on projectile~~ ~~- unit firing...
For stunned vehicles we must color vehicle white, meaning tinting isn't going to help as that can only subtract color, not add it.
For example, we draw rectangles around buildings, and those must pulsate, but for that we must use a color from the palette to draw them. Of course we could pick...