No, current tech isn't anywhere near fast enough. A neuron may be bigger and slower than a microchip, but there are millions of them communicating with each other all the time, simultaneously. For a chip which can only do one thing at a time, that's a tall order. Unless you have as many chips as there are neurons in the human brain, which is around 10 - 100 billion. Got that many cores on your Athlon?
It's able to if you turn off pathfinding, but it has to store cells in memory for the entire layout with pathfinding on. So if you have unbounded scrolling, where should it stop storing the layout in memory?
I check this board whenever I'm stuck coding. It's a big productivity killer!
I still think human intelligent computers are waaaaaay off. Current processors barely dent the parallel computation power of the human brain, and even if you could match that, you need to understand how the neurons are connected, and then feed in the years of realistic experience that allow a person to mature in to an intelligent adult.
We havent got anywhere near enough bandwidth to do official file hosting other than what we do on the uploads forum, sorry.
Have you tried cropping and then centering the hotspot for every frame? (5 on the num pad)
It seems like a good idea to look at, but I think in reality, it would be impractical. If you have 100 events set up like that (which isn't all that many), you'd have a massive, sprawling, tangled mess, which you'd have to scroll for miles over.
What's wrong about afxres? What is it? Is it a missing include? What compiler errors do you get?
I think the SDK depends on resources, and IIRC, the Express editions don't include a resource editor. That might be tricky.
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Have you tried using the Function object to call a function and forget picked objects?
Using a subevent won't help, because subevents pick from the objects the parent event picked.
Crazybump can do heightmaps, I think. You're right though that you must use heightmaps if you're rotating an object.
I think normal maps are better resolution than heightmaps. Each pixel in a normal map gives a normal vector, whereas you must compare a small grid of pixels in a heightmap to determine the normal angle, if I remember correctly.
Report them as bugs or they won't get fixed!
Normal maps are faster than heightmaps because heightmaps have to first be converted in to a normal map. So if you can, use a normal map.
There are built in functions for handling angle comparisons. Don't use the ordinary compare less than/greater than. They won't take in to account the 0 degrees/360 degrees crossover point, nor will it know that 410 degrees is wrapped around and becomes 50 degrees.
A color replacer is easy to write in a pixel shader, but we don't have a colour parameter for shaders yet.
An expression to get the colour of a pixel on a sprite's texture would probably not be a good idea. That information is stored on the GPU, and events run on the CPU. It would be extremely slow if you requested that information.
Strings are also converted to values where necessary. For example, you can set an object's X co-ordinate to "500", and it works the same as passing the number 500.