Well, split screen is fun. But the implications for game structure are too vast. I will stop it here. It was meant as a little gimmick, now it’s taking to much time to pursue.
All of a sudden you have to make everything twice. I went so far and did two backgrounds, two target selection frames. Two HUDs wouldn’t be too far off. I can’t get two transitions to work, I can’t get a handle to the two NodePaths (DirectFrames covering the screen).
I haven’t even thought about what that means for the AI, and what not. But it’s fun. Good multiplayer preview. And the rendering impact is not too bad, I guess because in a low poly app like this the drawing part of the frame is close to negligible.
Here I did a test with a model and a hand-made normal mal and diffuse(?) map a few months ago.