Hunter Watzas, on 14 September 2016 - 11:32 AM, said:
Thanks for all the answers! Keep up the good work. Is there a single generic linearization/interpolation model for all mechs? From personal experience it appears that the faster a mech moves and the smaller it is, the more problems with damage registration on that mech (Hitbox detection, damage registration). There also seems to be a problem (although it has gotten better) of hit detection on mechs when they are in the air either by running of a edge/cliff or using jumpjets.
Yes, the interpolation works the same way for all Mechs and all motions. Positions are simple linear interpolations and angles are spherical linear interpolations. Jump jets are a more non-linear motion, so they tend to be slightly more problematic. When you are using jump jets, there are thrust and air drag calculations which are all non-linear (
). When you integrate these motions, frame rate ends up mattering more, which is why there tends to be more error between what you see (high frequency, smooth game simulation) and what is actually happening on the server (lower frequency, quantized simulation). This is probably why there tends to be more complaints about jumps jets.
armyunit, on 14 September 2016 - 12:23 PM, said:
Something that I've wondered about regarding HSR is how much differing gravity levels would effect the system. Back when the HPG map came out, people were discussing the possibility of a lower gravity setting on the map, and I seem to recall that one reason for keeping the gravity consistent with the rest of the game was to avoid the possibility of negative effects on the net-code (along with of course the general design choice to keep gravity consistent). Would a gravity change, or really just movement effected by the environment in general, still present technical issues?
Having different gravity levels in principle shouldn't be a problem. Where things will become problematic is when the gravity is
too strong. Certain ballistic weapons, like ACs have gravity falloff, and when we do the projectile rewind for these weapons we assume that the trajectory of the weapon can be approximated very well with a straight line. The more curvature there is in the trajectory (i.e. if it falls too far relative to its displacement over the rewind period), the less true this assumption becomes. This would result in less accurate rewind checks. As it turns out, ACs move very quickly, so the current gravity falloff has only a small effect on vertical displacement of the rewind period, and a line approximation still works very well.
armyunit, on 14 September 2016 - 12:23 PM, said:
Anyway, thank you very much Neema for being so active in this thread. Your answers are quite informative and interesting to read. I just hope this thread isn't taking too much time out from your work.
Speaking of which, again I really appreciate all the interest in this topic, and I would love to keep answering questions forever, but I still have other work I really need to do, and context switching back and forth between doing work and the forums is starting to be noticed. So, I will start responding much less frequently to this thread from now on. I will still check in on this thread periodically. I hope everyone has found some of these answers useful.