Invisible Wall - Is This Normal?
#1
Posted 01 November 2017 - 05:36 AM
#2
Posted 01 November 2017 - 05:38 AM
There are places even worse, such as the pillars on manifold.
#3
Posted 01 November 2017 - 05:41 AM
#4
Posted 01 November 2017 - 05:45 AM
knnniggett, on 01 November 2017 - 05:38 AM, said:
There are places even worse, such as the pillars on manifold.
Manifold's hitboxes were kinda fixed, they're not single rectangles like they used to be.
Athom83, on 01 November 2017 - 05:41 AM, said:
It's not colliding with terrain, it's colliding with a building, a rectangle, which should have a rectangular hitbox that's perfectly flush to the building's side but it apparently isn't.
#5
Posted 01 November 2017 - 05:53 AM
Athom83, on 01 November 2017 - 05:41 AM, said:
umm no, its due to bad coding. The visual texture isnt actually the edge of the object.
Edited by mogs01gt, 01 November 2017 - 05:53 AM.
#6
Posted 01 November 2017 - 05:56 AM
#7
Posted 01 November 2017 - 06:02 AM
Alcom Isst, on 01 November 2017 - 05:45 AM, said:
A building is terrain in a video game... how is this confusing?
mogs01gt, on 01 November 2017 - 05:53 AM, said:
Yes, and I said as much. Did you two simply read the first sentence and ignore the last? Want to see examples of why they do this? Play War Thunder tanks, then drive into a wall. Despite both objects having their collision meshes exactly where the visuals are, there is clipping. PGI took the simplest route to solve this, and expanded the collision mesh of the terrain slightly out from the actual visuals. This also helps a lot with performance on more detailed objects with unique shapes (pillars on HPG, rock pillars on Grim, etc). Yes, a rectangle should be simpler and could have its meshes more inline with eachother. However, players really shouldn't be getting the mindset of pixel hunting CSGO style to the point of being that concerned of a tiny offset of a visual mesh and a collision mesh.
#8
Posted 01 November 2017 - 06:21 AM
Athom83, on 01 November 2017 - 05:41 AM, said:
if we say convergence then it should follow where the reticle is poitned at and the space between the cockpit and the arms from a Shadow Cat is wide so it should have given it enough space.
I can understand if the laser on my torso got blocked but the one on my arm was also blocked
Edited by eminus, 01 November 2017 - 06:22 AM.
#9
Posted 01 November 2017 - 06:32 AM
Athom83, on 01 November 2017 - 06:02 AM, said:
Yes, and I said as much. Did you two simply read the first sentence and ignore the last? Want to see examples of why they do this? Play War Thunder tanks, then drive into a wall. Despite both objects having their collision meshes exactly where the visuals are, there is clipping. PGI took the simplest route to solve this, and expanded the collision mesh of the terrain slightly out from the actual visuals. This also helps a lot with performance on more detailed objects with unique shapes (pillars on HPG, rock pillars on Grim, etc). Yes, a rectangle should be simpler and could have its meshes more inline with eachother. However, players really shouldn't be getting the mindset of pixel hunting CSGO style to the point of being that concerned of a tiny offset of a visual mesh and a collision mesh.
LMAO thanks for the pointless explanation..My one sentenced explained the entire issue...
Edited by mogs01gt, 01 November 2017 - 06:33 AM.
#10
Posted 01 November 2017 - 06:34 AM
#11
Posted 01 November 2017 - 06:41 AM
Athom83, on 01 November 2017 - 06:02 AM, said:
Terminology. The terrain is just the ground, a plane that is distorted by a heightmap and has its own terrain collider. Buildings and every other object are separate entities with their own hitboxes.
RussianWolf, on 01 November 2017 - 06:34 AM, said:
mogs01gt, on 01 November 2017 - 05:53 AM, said:
It's not even coding, it's just nudging and sizing a box in an editor to fit around the object it represents.
Edited by Alcom Isst, 01 November 2017 - 06:43 AM.
#12
Posted 01 November 2017 - 06:56 AM
Athom83, on 01 November 2017 - 06:02 AM, said:
Why not? It's 2017 and 2018 is just around the corner. We're no longer using 68000 or 80X86-class CPUs.
Edited by Mystere, 01 November 2017 - 06:56 AM.
#13
Posted 01 November 2017 - 07:17 AM
Do it. Do it now. Read it. Educate yourself instead of babbling on in ignorance.
It's a technical thing. A performance optimization because using the actual geometry for geometrical calculations (like hit detection) would take way too much processing power.
One might argue here thet the bounding box is not optimal for the already box-shaped building (I sometimes wonder that myself), but the devil is in the details and maybe there's a small but crucial reason why the bounding box is slightly larger than we think it should/could be.
Edited by Paigan, 01 November 2017 - 07:43 AM.
#14
Posted 01 November 2017 - 07:29 AM
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