Zyllos, on 27 January 2014 - 07:56 PM, said:
You don't even need a rangefinder for the projectile. While it would be more realistic, the problem is how rangefinders work in games is they do some type of ray tracing to get distances (I think) and that is intensive in a real time environment, that is doing many, many other calculations.
Instead, they should just repurpose the CClaymore code for Crysis 3, which just iterates through a list of valid targets and checks to see if that valid target is within range and in it's current angle for detonation, if so, then do it's clustering explosion, if not, then continue flying.
Some work would have to go into making the angle and range checking is the right variables so that canister shots that fly close to it's target still explodes, dealing some damage to the target but that is just balancing/testing work that has to be done for any gameplay mechanics.
The only corner case is if the projectile was ran into, perpendicular from it's flight path thus not setting off the clustering round. I would then just make it deal 50% of it's normal damage onto the single spot it landed on. It would be a rare case but it does need to be at the determent of the LB AC user so that the user doesn't try to use the case as a poor man's AC of the same size.
My solution actually doesn't include ray tracing to find the distance. In MW4, the LBX did have ray trace to determine the distance and damage delivered by range, but with more simpler ranger finders you don't even need them. Its just a variable already presented by the HUD and then the value is swapped in to the detonation range -- doesn't even need to include ray tracing which would also include HSR involvement...
Ray tracing is a more elegant solution, but I agree, too resource intensive and unnecessary.
Edited by mwhighlander, 27 January 2014 - 08:25 PM.