Rotate, stackable, footprint, collision - Page 2

Rotate, stackable, footprint, collision

Requests for features in the spring code.

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KDR_11k
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Re: Rotate, stackable, footprint, collision

Post by KDR_11k »

AF wrote:Crysis sales where disappointingly low apparently.
That happens when your selling feature is "works only on the latest OS and hardware!"
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Snipawolf
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Re: Rotate, stackable, footprint, collision

Post by Snipawolf »

Worked fine on my 6600gt and AMD 2 ghz.

Also, you can "hack" it to give yourself the DX10 features it has. Not actual directx 10, but the features that make it look like DX10.
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kiki
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Re: Rotate, stackable, footprint, collision

Post by kiki »

NE1 know about yardmap on a mobile unit?
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KDR_11k
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Re: Rotate, stackable, footprint, collision

Post by KDR_11k »

Guaranteed not to work. Pathing for a square is hard enough, pathing for arbitrary shapes is almost impossible.
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kiki
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Re: Rotate, stackable, footprint, collision

Post by kiki »

KDR_11k wrote:Guaranteed not to work. Pathing for a square is hard enough, pathing for arbitrary shapes is almost impossible.
Incorrect KDR_11k, simply difficult to do. What happens tho, with mobile yardmap? Just thinking about it tells me it would not make sense, since the yardmap would not rotate with the unit. This leads me back to the rotatable footprint idea.
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rcdraco
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Re: Rotate, stackable, footprint, collision

Post by rcdraco »

Nothing happens kiki, take a look at BloX for a good example.

The guns are all buildings, so they have yardmaps, but they have to be able to move to be transported correctly, but in order to be accurate, the guns move slow and have huge brake rates, at 1000X speed I can't see the guns moving, but I do see the ground flickering from epic redraw.
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kiki
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Re: Rotate, stackable, footprint, collision

Post by kiki »

lulz?

Rotatable yardmap footprint request still holds kthxbye
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KDR_11k
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Re: Rotate, stackable, footprint, collision

Post by KDR_11k »

Not happening. Mobile objects don't use yardmaps anyway since modifying the blocking map and all related things every time it moves would eat way too much CPU and static objects won't diverge from their build rotation anyway.
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kiki
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Re: Rotate, stackable, footprint, collision

Post by kiki »

And spring would require the Supcom benchmark. Amirite?




*im still not satisfied, ill keep puzzling away at this*
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rcdraco
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Joined: 22 Nov 2006, 02:50

Bricks and tubes

Post by rcdraco »

When are we going to get custom collision thingys? I at least want primitives added, cubes, and rectangles are the big ones. It would greatly improve the issues with some planes and ground units.

Better yet, having a second s3o as the collision net might be the best thing to do.
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kiki
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Re: Rotate, stackable, footprint, collision

Post by kiki »

lol yes perfect. primitives are less hardware intensive tho, for this antisupcom community.
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KDR_11k
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Re: Rotate, stackable, footprint, collision

Post by KDR_11k »

This is an RTS anyway, for most units a simple primitive (like a box or cylinder) is good enough. Only things that are sized like the Gundam epic coms warrant collision shapes that are more detailled.
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smoth
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Re: Rotate, stackable, footprint, collision

Post by smoth »

I am dying for kloot's patch.
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MR.D
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Re: Rotate, stackable, footprint, collision

Post by MR.D »

AF wrote:Crysis sales where disappointingly low apparently.
Only because of its requirements.
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SwiftSpear
Classic Community Lead
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Joined: 12 Aug 2005, 09:29

Re: Rotate, stackable, footprint, collision

Post by SwiftSpear »

aegis wrote:
Caydr wrote:You see it in FPSs all the time, your gun goes right through the wall... there's no practical solution besides not allowing you to turn when you're going to clip - which would suck - or making a 1x10 unit have a 10x10 footprint.
err you haven't played crysis?
when running up to the wall, the character pulls the gun in and points it up instead of pushing it into the wall
As aegis points out, there are lots of solutions, they just require work for game developers and thus are usually ignored.
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