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Thread: [request] Floating point positions for actives

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    [request] Floating point positions for actives

    Hello.
    Well, my question is if there will be floating point positions for active objects coming up with hwa!
    How it works is pretty simple to describe:
    User enters 21.3 for an object's X.
    Now hardware will render the image "smoothed" a bit to the right, like Photoshop does on using float positions.
    So, Yves, Francois, will you implement this feature?
    Would be great for circular movements (cos, sin) using a slow increase of the angle.

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    Re: [request] Floating point positions for actives

    That would be great, but only if you could enable/disable it. I'd like that just so that I can make an object move at 1 pixel every 2 seconds, but by just saying "Always add 0.5 to the X position" of the object.

    If the smoothed shifted image could be toggled, that would be a great feature.

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    Re: [request] Floating point positions for actives

    I agree, it would be great to have this if it's optional - edit-time property?

    Of course, I can't imagine anything else than that the collision mask will not work with sub-pixel positioning, but I don't need that to work anyway. For phizix where all collisions happens within the physics simulation itself and active objects are only used to display the output, sub-pixel positioning is more than perfect!

    I strongly support this suggestion, even if the collision mask will just stick to the nearest integer x/y positions.

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    Re: [request] Floating point positions for actives

    I wouldn't want to have it smooth the image really, all I would like (like Bibin and Nifflas) is making X and Y float values but the image is displayed at a rounded value. Just to simplify custom movements.

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    Re: [request] Floating point positions for actives

    Err, no, that's not why I need it. It's for the graphics. I don't like being quoted on something when my opinion clearly differs. Floating point display isn't about blurring the objects, it's all about making the graphical movement smooth. Check this example and compare the upper object which uses sub-pixel positioning with the lower movement that moves pixel by pixel. Which one is the smoothest? Note that MMF2 doesn't support this, the upper object is an animation.

    When it comes to simplifying movements, I've always stored the sub-pixel position of an object within an alterable value. Nearly all of my games uses (fake) sub-pixel positioning at some point to improve the movements which works flawlessly. The only problem for me is that it can't be displayed as nicely as it could with this feature.

    As mentioned though, I don't mind if the collision mask x/y positions are automatically rounded to integers, 'cause I suspect it would be heaps of work to convert the current collision system to another with support for smaller units than pixels, but despite that I strongly suggest that sub-pixel display accuracy is added (to work in HWA mode), because I suspect people are going to keep requesting it at a regular basis otherwise...

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    Re: [request] Floating point positions for actives

    I agree floating point coordinates would be defintely great but this would require too many important changes in critical parts of the program and that can't be done before MMF 3.

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    Re: [request] Floating point positions for actives

    Ok, Yves. Thanks
    Will be great if you would add it in version 3 though.

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    Re: [request] Floating point positions for actives

    Yes, that will be done in MMF 3.

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    Re: [request] Floating point positions for actives

    Oh gosh sorry Nifflas, I guess I read too fast. It should definitely be an option though when it's added.

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    Re: [request] Floating point positions for actives

    When's MMF3 out then? Like 2 years?

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