hit"boxes"
Moderator: Moderators
hit"boxes"
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.
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).
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).
- Lindir The Green
- Posts: 815
- Joined: 04 May 2005, 15:09
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.
Infinite height cylinders would mess with aircraft, and theyd be a pain to calculate for if they tilted.
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
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

Heh I always wanted to see simulated fencing some day too.neddiedrow wrote:It's for melee, really.Zpock wrote:Waste of performance.
Maybe if you rewrote the whole engine as an FPS game.
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
No, you don't need that. Has nobody figured out how to do this yet, except for me?
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.

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.
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.