Pilot Archive
Thread: Used to be called sprite collision detection
Page 1 of 1
Talst
Wed May 11, 2005 5:33 am
#1
But I'm sure that in the new world of games that use more than 8 bits at a time there is a new way of putting it.
Anyway - and this isn't a new one/post CU, it's been this way for a while- ships that are very close, your on their tail and ready to finish them off - how the hell are my guns missing so often at this range?
I'm having to slow down and let them get away from me a bit (more time to them to snake out of the way) before my guns are working every shot on the target - shurley shome mishtake?
rchoi1203
Wed May 11, 2005 8:51 am
#2
well,
if i understand your post right, you might be too close and depending on the ship and the weapon mount locations, (i.e. and x-wing where they are spread apart), if you shoot at something real close to you, the lasers dont' have a chance to converge yet and they fly harmlessly by... you have to be a few meters away from it to hit it... i don't think it's a mistake or a bug... i just think it's in the spirit of a bit of realism... maybe? btw, i get the same problem, after i disable a ship, i get too close.. lol.. then, i have to fly away a bit and then hit it.. or you can just off-set yourself a little bit and hit it with one of your laser shots..
BonesDragon
Wed May 11, 2005 9:01 am
#3
Yeah, that's just "collision detection" now. Sprites are 2D images, not 3D texture mapped objects. 
But anyway, a lot of factors are at play here, including size of teh "hit box", which may not correspond precisely to the size and shap of the target. Also, network latency (a fact of life for online gaming) can play an enormous role. The time it takes for your computer to send a signal across the net that you fired a shot, and then the time it takes for the results of it and the updated position of the ships to come back from the server can result in a slight disparity between where you see the target and where you need to actually aim. The faster paced the game, and the more latency between you and the server, the more likely this is to happen.
Sometimes you're simply too close and the shot leapfrogs over your target too.
But anyway, a lot of factors are at play here, including size of teh "hit box", which may not correspond precisely to the size and shap of the target. Also, network latency (a fact of life for online gaming) can play an enormous role. The time it takes for your computer to send a signal across the net that you fired a shot, and then the time it takes for the results of it and the updated position of the ships to come back from the server can result in a slight disparity between where you see the target and where you need to actually aim. The faster paced the game, and the more latency between you and the server, the more likely this is to happen.
Sometimes you're simply too close and the shot leapfrogs over your target too.
Raptor2k1
Wed May 11, 2005 1:34 pm
#4
Sometimes shots will graze the hull of the enemy too, and inflict no damage (I find this is usually marked by a blue flash of the enemy's shields). I've seen it happen when enemy ships try to attack me as well.
Efia
Thu May 12, 2005 12:28 am
#5
When I am very close to a target, I can shoot it, hit it, SEE that it has bee hit (little shield graphic flashes), HEAR that it has been hit, but when I look at the target info, everything is at 100 percent still. Is this the issue you are referring to? I would think that it would be a bug, as it has nothing to do with the blasters missing if you can see and hear them hit.....
Anyone else experience this?
BonesDragon
Thu May 12, 2005 12:58 am
#6
Efia wrote:
When I am very close to a target, I can shoot it, hit it, SEE that it has bee hit (little shield graphic flashes), HEAR that it has been hit, but when I look at the target info, everything is at 100 percent still. Is this the issue you are referring to? I would think that it would be a bug, as it has nothing to do with the blasters missing if you can see and hear them hit.....Anyone else experience this?
Yes, that can be a symptom of network latency in many online games. What the client (your game) thinks is a hit, and what the server thinks is a hit can be different. Sometimes these things can be worked around in the programming, but may introduce other side effects.
For instance, in Planetside, they did client-side collision detection, instead of server side. That means if you can see it, you can hit it. If you see your shots hit it, it will take damage. Sounds good right? But on the receiving end, it causes wierd effects. For instance, you see a guy about to shoot you, and you duck behind a wall. Since he hasn't seen that happen yet, he manages to hit you once or twice. The delay further makes it appear to you that he just shot you through the wall.
Client-side detection gives you less time to react. Server-side makes it more important to "lead" your target when shooting at them. In this case, SWG appears to be fully server-side, which tends to work better in PVP scenarios anyway, IMHO. Client-side detection can sometimes be better for PvE, but it's not practical to code a single game to use both methods.
Page 1 of 1