in 3D engines where rotation is much simpler to control
Maybe functions I described above were built-in to this engine, but in middle ages, when engines were simpler, we wrote those controllers by ourselves. Also in 3D FPS game if you need to control weapon, you need to rotate it with camera using common ring formula:
WeaponModel.x = Player.x + Sin(Player.xAngle) x Radius // radius is distance from char to weapon
WeaponModel.y = Player.y + Cos(Player.xAngle) x Radius
Sine increasing, Cos decreasing, both provide a perfect arc. Increasing angle from zero to 360 you get perfect circle.
Here you can use this formula to create, in example, particle blows, like NOVA magic, or a guardrail, like FrozenArmor in Diablo II.
Here is an example of char I rendered few weeks ago (if you need I will give you 3D Max model, it’s animated)
P.S. Saving in PNG with optimized pallete is better quality than same gif
P.P.S Do not ignore packers: (each frame is 512x512)
You just drop all sprites you need. In your example you just drop both big and small fences or walls, 5-10-50 quantity, packer will optimize all the space, it will place small one close to big one, and if there will remain some space it will place another one and another one and so on.
Sorry, I don’t learned english in the school, but I think you are able to understand my thoughts ))))