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Tiers And Fall Down.


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#21 Monkey Lover

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Posted 22 July 2020 - 08:09 PM

Find it funny "programming is hard" is the reason for being removed and this is somehow ok ...

#22 MW Waldorf Statler

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Posted 22 July 2020 - 08:20 PM

Knock Down was buggy like the Collisionssystem with the Terrain/IInverse Kinematics for the Legs and the leading Staff from the Cryengine Boys leaves the Company and the Job Market with Guys thats have Cryengine Experience was empty..so no solutions for the Problems

And Melee brings many Problems ...we you will control it ? and big Calculation Problems ...is the left Arm from Mech 1 now Hit the left Torso from Mech 2 or the Center ? or Hit mech 3 the left Feet from mech 2 or the Hip or the right Torso from Mech 1...and thats with 24 Mechs????

Edited by MW Waldorf Statler, 22 July 2020 - 08:26 PM.


#23 BTGbullseye

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Posted 23 July 2020 - 12:56 AM

View PostMW Waldorf Statler, on 22 July 2020 - 08:20 PM, said:

Knock Down was buggy like the Collisionssystem with the Terrain/IInverse Kinematics for the Legs and the leading Staff from the Cryengine Boys leaves the Company and the Job Market with Guys thats have Cryengine Experience was empty..so no solutions for the Problems

And Melee brings many Problems ...we you will control it ? and big Calculation Problems ...is the left Arm from Mech 1 now Hit the left Torso from Mech 2 or the Center ? or Hit mech 3 the left Feet from mech 2 or the Hip or the right Torso from Mech 1...and thats with 24 Mechs????

It would actually be quite easy if they were using a newer engine. Just port over accounts, item stats, and mechs, and let the new engine take over with automatic collision and I.K. mechanics. Would also probably get rid of the CPU bottleneck for the game so we can get better framerates.

#24 RickySpanish

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Posted 23 July 2020 - 06:30 AM

View PostMonkey Lover, on 22 July 2020 - 08:09 PM, said:

Find it funny "programming is hard" is the reason for being removed and this is somehow ok ...


It's the nature of asynchronous online play. When you have players taking part in a game with communication time to the server ranging anywhere from 20ms to half a second, it is very hard to synchronise gameplay such that everyone is seeing more or less the same thing. In fact you can't, all you can do is use predictive modelling on people with slower connections to try and second guess where someone will be. Some time into the development of MWO PGI added a function call host state rewind, which essentially allows the server to rewind the game state by up to half a second for people with higher latencies, so that it can check what a player was seeing at the time of their last action. This has its own issues though, if someone with a high latency alphas you, you won't see them fire at all, you will just take damage even if you ducked behind cover. The high latency player shot at you while you were visible but the attacks didn't register yet.

So yeah. Programming is hard.





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