[ARCHIVE] SimAntics & World Development

Status
Not open for further replies.
We're talking about a relational database, so it's not quite a list. You have to perform a selection query to get the sims resident to the specific house and count the results, which is a lot more expensive than checking a value.
 
We're talking about a relational database, so it's not quite a list. You have to perform a selection query to get the sims resident to the specific house and count the results, which is a lot more expensive than checking a value.
Oh. I was thinking along simpler lines... Besides, databases aren't really my thing ;)
 
Position refactor is going great, as you can see. Nothing wrong with this picture whatsoever.

upload_2015-6-29_14-33-32.png

The fountain is my favourite. At least it doesn't crash...
 
Yep! I've obviously fixed this issue now, but there are problems with routing and Set To Next which have cropped up. Once these are fixed we'll be back on track to fix up the rest of buy mode.
 
Yes, i mean for the release version, that comes with updating using PDPatcher, it still references to Xna 3.1..
 
Afr0 manages the versions that appear on the patcher. I don't think those have updated in a while due to a few in-progress changes to the networking.
 
Yep, it's just disabled for now because our current solution for grass is hilariously inefficient...
 
Afr0 manages the versions that appear on the patcher. I don't think those have updated in a while due to a few in-progress changes to the networking.
Afro can you confirm this??

Yep, it's just disabled for now because our current solution for grass is hilariously inefficient...
Which method is used for draw grass? also will be helfull draw grid lines of the terrain..
 
Afro can you confirm this??


Which method is used for draw grass? also will be helfull draw grid lines of the terrain..
Literally hundreds of thousands of 3d lines. This is obviously not ideal.
 
Literally hundreds of thousands of 3d lines. This is obviously not ideal.
Can't you just generate a texture with a random seed value, putting random colours of grass in those locations and then tile it along? Something like that ought to work. I've never really seen TSO grass though; rarely acknowledge minor details but if I had a screenshot in front of me I'd probably be able to suggest something both resource-friendly and close to the original.
 
Status
Not open for further replies.
Back
Top