Shadow Trails Demo

Exhibition Shadow Trails 2017 - tech demo 3.0

No permission to download
Projects meant as a technical demonstrator or instructional tutorial.
in fact, no. There are 2 players at least, but you can use helpers (entities) for anything like effects, projectiles and such. And all those entities can use it aswell.

Another cool thing is: being able to use Sin to control how the tint will work (thought not work on Afterimage, only on PalFX).

I said most, come on man, did I have to be pedantic and write a TLDR about every edge case? 😉

Mugen has less to worry about than OpenBOR by design. That's not a criticism or saying OpenBOR is better somehow. It's just the reality of beat em' up engines compared to a vs. fighter.

Mugen models are generally a lot more complex with more properties and animations, but the internal control loops can assume you have two entities and whatever other crap you spawn from them, and that's it.

OpenBOR has to be designed at minimum around running about twenty or more entities on the screen at all times, and every single one of them has the potential to spawn all of the same crap you'd see in Mugen. Then you have to run terrian collision on pits, walls, base maps, obstacles, etc., all on a 3D surface that even in small levels extends several times the length of most vs. stages.

Because of that, we can't afford to give you the kind of native feature set Mugen can. It just wouldn't work. It's apples and oranges.

Afterimages need a lot of properties, are CPU hungry, and are rarely used by most models, so it just makes more sense to run them as scripts in OpenBOR.

Hope that explains better,
DC
 
I said most, come on man, did I have to be pedantic and write a TLDR about every edge case?
hahahah lol no, I was just explaining how the engine works :)
Basically, we can have effects and projectiles separated from entities, so they are less intensive although you have less control. But in some cases you do want to use entities (helpers), but they are more resource intensive and will almost count as a Player type in OpenBOR terms.

IOW, almost a "drawsprite" versus a "type player" in OpenBOR.

Then you have to run terrian collision on pits, walls, base maps, obstacles, etc., all on a 3D surface that even in small levels extends several times the length of most vs. stages.
Indeed. Mugen doesn't even has the Z axis anymore.
 
Oh, just to be clear, in OpenBOR a model is a model, and an entity is an entity.

What I mean by that is from a load perspective, there's no difference between (for example) a player and a flash... both have all the same base properties.

Obviously player models use more memory by virtue of loading more animations, sounds, etc., but the flash is technically still the same thing with the same potential.

This goes for entities after spawn too. There are of course some individual optimizations, like obstacles and dead entities not running certain routines, but for the most part OpenBOR doesn't really categorize one object from another. It would add more complexity than it's worth to try.

DC
 
Back
Top Bottom