Comments (1)
I don't know how performant raycasts are, and whether the technique of deferred raycast is actually viable, with respect to automatic guns.
After some discussion on IRC, it has been established that raycasts are very fast and efficient for use in the deferred raycasting technique. I'll implement it shortly.
from gunslinger.
Related Issues (20)
- Improve textures (incl. builtin guns, ammo, etc.) HOT 2
- Split shotgun-style fire (`splash`) from `mode` HOT 3
- Add support for weapon add-ons like scopes, suppressors, and extended mags
- Implement weapon inaccuracy HOT 5
- Ammo is still non-existent HOT 1
- Add more builtin guns
- Play sounds on more events HOT 1
- (Ab)use HUD elements to the maximum
- Add support for manual reloading
- (Ab)use stack count display in item slots to display size of clip
- Entity-based projectiles is inevitable... HOT 7
- Use Progressive Raycasting instead of Deferred Raycasting. HOT 7
- Trigger callbacks when projectile hits a target
- Convert to modpack; add builtin guns as separate mod HOT 1
- Fix credits
- Automatic guns can "reload" twice
- Crash on shoot HOT 3
- Duplication Glitch HOT 1
- Walking + Firing = Self Shooting HOT 4
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from gunslinger.