Open RugiSerl opened 1 year ago
might want to remove that binary
Oh yes, I added it by mistake 🤦
Ok I'll try to make this understandable :).
Explanation of "smooth cursor": When people want smooth video of gameplay, they often record their game at high framerate and then resample the video down to 60 fps. Here what it looks like: smooth cursor aims to get the same result for the cursor without resampling the video, by simply rendering a bunch of time the cursor texture between the last and the current cursor position, like this:
5 cursors 50 cursors
and it also changes the opacity of the cursor depending on its speed :
In the end this method is much faster than resampling the video, and can be performed in real time in Wach mode. I am hoping this explanation is a bit more helpful :)
What is the difference of this compared to ForceLongTrail + LongTrailDensity ?
They are few differences : -the long trail uses the texture "cursortrail.png" instead of "cursor.png" -the long trail works by letting trail particles stay on screen for a certain amount of time while smooth cursor will work by drawing a "line of cursors" between the last cursor position and the current one. I tried to represent graphically how it works:
They are few differences : -the long trail uses the texture "cursortrail.png" instead of "cursor.png" -the long trail works by letting trail particles stay on screen for a certain amount of time while smooth cursor will work by drawing a "line of cursors" between the last cursor position and the current one. I tried to represent graphically how it works:
ForceLongTrail
already force using cursor.png
to draw trail if cursortrail is absent.
I don't think using line density instead of point distance (since you are just linear interpolating between frames) to show movement speed is a good change.
Will leave that to Wieku
Added smooth cursor implementation, done by doing linear interpolation with multiple cursors.
Also added function to pause game rendering with space