#VehicleSnap visual test (Factorio mod)
1 messages · Page 1 of 1 (latest)
Interesting! What about having the arrow not move, and its distance from the car is proportional to the car's speed?
hmm
The arrow is very far away when you rotate in high speed, the arrow's next position moves large distances
have it behave like the show-train-braking-distance debug visualization?
at least approximately? tho that might also be a bit far away
can you smoothly transition the arrow as the car turns?
i detect the moment that snapping angle changes and i change anim = 0
personally I don't really like that it moves away from the car, that's a lot of visual noise for a mod that's supposed to be "invisible"
yeah no the repetitive movement is hella distracting
if it was a static position with a looping animation I feel like that would be great
i would be more than happy with two tiny arrows
one indicating the current direction and one indicating the snapping direction
like a fifth of the length/width shown
true heading and closest snapped heading yeah
I have to ask if anyone has experience in the rendering's time_to_live property, as i currently have it at 2 game ticks, would it be more efficient to make it last forever and instead move it?
If it's set to 1 tick it will not show at all
i feel like it probably would but idk
I hope that doesn't cause garbage collection or something
but yeah no if you want it to be unobtrusive it has to be WAY more minimalist than it is now
probably because it decreases the lifetime before rendering and it's 0 before it gets a chance
I would set the rendering target to the vehicle that way you don't have to move the position, and there's no one frame delay
then make it last forever and destroy when needed
i think in this case small and ugly and simple is better than big and pretty and complicated
So is this meant to better show what you're driving toward in order to help prevent collisions? If so, it might be a worth having the car's collision edges visualized in the direction of travel. Like a set of tire tracks leading into the future.
yeah i guess also indicating also that vehiclesnap is in operation, that there is a difference to normal driving
you mean something like reverse cameras in cars can do?
i feel like the main thing i am interested in is seeing the difference between my current angle and the nearest snap angle
do vehicles have controller support in that they can turn slower than max speed?
I think it would be interesting if when you're steering and it's enabled, the arrow is just showing you the direction it will snap to, and when it fades in to 100% opacity, that's when it snaps and the arrow is gone
i care relatively little about stuff like whether i will run into things. i have eyes for that
But wouldn't 2 arrows be even more distracting?
oh that’s actually a good idea
not if they aren’t huge, moving, and fading in and out like your current arrow
color anything you're going to collide with red
current version produces a lot of extraneous visual stimulus
everyone here has collectively scope creeped for them
two small arrows could provide more information with less non-information
but like bare minimum make the arrow smaller and stop moving it
I can already see which direction I'm driving by looking at the car, an arrow telling me that isn't going to provide more information
it does show the direction slightly more clearly
I am currently testing with the "move further by driving speed" method, it doesn't need to move much, maybe only car's diameter
yeah, since the car has a finite number of direction sprites
also two arrows makes the difference between the two vectors more explicit
#mod-dev-showcase message are you sure about that?
thanks for that embed discord
which one is which tho? xD
hide the snapping angle while you are snapped?