Was half paying attention while mining a shooting star in runescape 3 at the same time as you mentioned shooting stars in runescape, very weird, cool video
Chances are the map camera is in fact the same camera you use to control your character, it just moves our when you pres map. No need for a 2nd cam (which are... problematic for performance) when you can't move your PoV in map anyways. You just capture the last frame as a still until the game is unpaused (which is a good way to cut down on rendering in menus). Presumably the map doesn't even do much; just move your pov & cull out enemies. Also: the whatever reason gamedevs tie things to framerate? Cause game engines run on frames. It is really easy to code in per frame logic. It's really hard to separate that logic out to handle every edge case if you didn't design that way from the start & since game designers design games, they tend to start by tieing things to their smallest unit of relevance: the frame.
Maybe a mage run where you can only use custom spells but a random condition to the spell is applied like maybe a fire spell that heals back the health
Was half paying attention while mining a shooting star in runescape 3 at the same time as you mentioned shooting stars in runescape, very weird, cool video
4:16:58 Damn, Chipmonk's too strong for his own good.
Stayed up till 5 Am watching yesterday's vid on twitch boutta do the same for the vod on youtube
Yeoman is also a naval officer. The title has many uses.
Chances are the map camera is in fact the same camera you use to control your character, it just moves our when you pres map. No need for a 2nd cam (which are... problematic for performance) when you can't move your PoV in map anyways. You just capture the last frame as a still until the game is unpaused (which is a good way to cut down on rendering in menus). Presumably the map doesn't even do much; just move your pov & cull out enemies.
Also: the whatever reason gamedevs tie things to framerate? Cause game engines run on frames. It is really easy to code in per frame logic. It's really hard to separate that logic out to handle every edge case if you didn't design that way from the start & since game designers design games, they tend to start by tieing things to their smallest unit of relevance: the frame.
2:10:00
the emperor been murdered!
Maybe a mage run where you can only use custom spells but a random condition to the spell is applied like maybe a fire spell that heals back the health
for what it's worth, "stuff" is more or less a middle english word.