Rayman DS: Difference between revisions
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Collision detection in ''Rayman DS'' is prone to issues. It is easier to clip through walls and floors or get stuck on geometry than in other versions of the game. The collision engine is also prone to causing further drops in performance. Simply running into or against a wall for example will cause major dips in the framerate. | Collision detection in ''Rayman DS'' is prone to issues. It is easier to clip through walls and floors or get stuck on geometry than in other versions of the game. The collision engine is also prone to causing further drops in performance. Simply running into or against a wall for example will cause major dips in the framerate. | ||
Character lighting is now static and no longer changes based on the lighting of the surrounding environment. In dark areas, characters will still render as brightly as they do regular daylight, and lava-filled areas will no longer illuminate them. | Character lighting is now static and no longer changes based on the lighting of the surrounding environment. In dark areas, characters will still render as brightly as they do in regular daylight, and lava-filled areas will no longer illuminate them. | ||
The surfaces of water, lava, etc. no longer shift and move. | The surfaces of water, lava, etc. no longer shift and move. | ||