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Currently each hold is spaced apart by a factor that determins the length, which is used as center point of each hold. This gets the job done but is insanely inefficient, especially with n movement, this becomes very costly to render.
Solution: change the render from Origin center to Bottom enter.
Idea is that we collect the Start and end position of each segment. then rotate that to our desired arrangement. this means that there will be less overlap between sprites, and we can meet re accurately reduce the accuracy of the hold note without it looking shit.
This will require a full rework of the current hold render system.
The text was updated successfully, but these errors were encountered:
Currently each hold is spaced apart by a factor that determins the length, which is used as center point of each hold. This gets the job done but is insanely inefficient, especially with n movement, this becomes very costly to render.
Solution: change the render from Origin center to Bottom enter.
Idea is that we collect the Start and end position of each segment. then rotate that to our desired arrangement. this means that there will be less overlap between sprites, and we can meet re accurately reduce the accuracy of the hold note without it looking shit.
This will require a full rework of the current hold render system.
The text was updated successfully, but these errors were encountered: