Technical information in sar_trace
Open
Nobody has claimed this yet.
enhancement
- Dominant language
- C++
- Stars
- 122
- Forks
- 45
- PR merge metrics
- No merged PRs in 30d
Description
It would sometimes be useful to visualise some or all of the following:
- visualize all cloned (from other portal) geometry in the player's portal environment
- different colors for holy wall vs sides
- change opacity based on whether this tick's movement trace was testing against the surfaces (when ray is considered to be intersecting portal hole, which actually starts a bit into the portal)
- draw line visualizing attempted movement trace, and somehow show instantaneous steps upwards
These ideas are geared less towards TASing and more towards glitch research.
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by locating the sar_trace implementation and reviewing how SourceAutoRecord currently exposes movement traces and portal geometry. The issue proposes several visualization ideas, including cloned geometry, surface-dependent opacity, attempted movement traces, and upward steps; the work is done when an agreed subset is implemented for glitch research.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- devtools, game-dev
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 25/100