hit"boxes"

hit"boxes"

Requests for features in the spring code.

Moderator: Moderators

Post Reply
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

hit"boxes"

Post by Caydr »

Customizable hitboxes, any chance they might be somewhere in the next few versions? Every mod in existence would benefit from it. The sphere-only hitboxes are really holding content developers back.
User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

Feature request. So is the other thread.
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

This is pretty much MTR already. Cue the people who say it's easier to allow as many hitspheres as you want so you can approximate the shape yourself...

Boxes aren't that good for mobile units since they can rotate, for mobiles cylinders would be the best option (just ignore the turning on slopes, nobody's going to notice anyway).
User avatar
Lindir The Green
Posts: 815
Joined: 04 May 2005, 15:09

Post by Lindir The Green »

If you make them cylinders you might as well make them turn on slopes, for all the added strategic depth.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Cyclinders should tilt on slopes. Unless you're talking about cylinders with infinite heights. At which point its worth adding the height in anyway as it gets calculated already in collision routines.

Infinite height cylinders would mess with aircraft, and theyd be a pain to calculate for if they tilted.
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

How about using a "cage" model for collision detection which is not restricted in it's shape? For example you could use a cylinder for the body and a bunch of cuboids for the tail, wings or neck+head of a bird. Or is this too demanding?
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Spheres were chosen because they're simple.to calculate. Non-rotating cylinders are just as easy but rotating cylinders requires a matrix transformation AFAIK.
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Post by PicassoCT »

Howow about making a complex hitbox out of many of those currently used hitspheres - like a Hitsphere- Snowman ? ...

Oh, the Idea is from Pic... kick it... :wink:
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Post by trepan »

http://en.wikipedia.org/wiki/Collision_detection
http://en.wikipedia.org/wiki/Game_physics

This isn't virgin terrority, the devs are well aware of how coldet
could be improved, it's just that it would take a fair amount of
coding and testing (even if an existing library is used). If one you
of fine people want to make a backwards compatible patch and
submit it for a 0.75+ release, step up :-)
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Moneizz for the guy that makes the patch...
User avatar
Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

caydr pays for everything

brothua has no game
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

caydr doesnt pay at all, he has outstanding debts.
User avatar
Zpock
Posts: 1218
Joined: 16 Sep 2004, 23:20

Post by Zpock »

Waste of performance.

Maybe if you rewrote the whole engine as an FPS game.
User avatar
jackalope
Posts: 695
Joined: 18 Jun 2006, 22:43

Post by jackalope »

nobody wants this feature.
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

Zpock wrote:Waste of performance.

Maybe if you rewrote the whole engine as an FPS game.
It's for melee, really.
User avatar
Zpock
Posts: 1218
Joined: 16 Sep 2004, 23:20

Post by Zpock »

neddiedrow wrote:
Zpock wrote:Waste of performance.

Maybe if you rewrote the whole engine as an FPS game.
It's for melee, really.
Heh I always wanted to see simulated fencing some day too.

Until we get supercomputers, for melee all we need is a weapon tag that compares range to the surface of the hitsphere instead of the center. Mathematically quickest hack I can think of:

Targetsphereradius + range = effective range

instead of just

range
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

No, you don't need that. Has nobody figured out how to do this yet, except for me? :roll:

As for hit-thingies... even if we could use multiple spheres, it'd be enough, I think. The problem is with anything long and skinny- we don't need exact meshes by any means, just something that is approximate and looks right.
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

For melee combat... hmm... Maybe two weapons slaved, the first weapon has shortish range, the second weapon has longish range, but the second weapon can only attack what the first one is currently attacking? Could be done with scripting, would simulate Starcraft-style "if an attack has started, it will always hit" melee attacks.
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Caydr, no. We can script fire weapons already but even so melee is very primitive.

Never mind you'll just get a headache trying to script that.
Post Reply

Return to “Feature Requests”