Spring has some problems with unit selection. It seems when clicking, a single check against the bounding sphere is made, which for example requires the camera to be rotated to select the clearly visible commander behind 2 wind-generators, or makes it near impossible to select factories in which huge units are building (Adv. Shipyard when building a Carrier or Warlord, for example).
At mouse clicks only happen very rarely compared to other kind of collision checks, a "real", polygon based hitscan algorithm wouldnt hurt performance too much, right?
Unit selection problems
Moderator: Moderators
-
- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
I have noticed this issue as well. It can be particularly frustrating in heated moments; and is particularly pronounced when using (my favourite) Total War camera style.
It was said that a rectangular prism bounding box (if not polygonal) was going to be used for collision detection so that larger features could be used without confusing units (large buildings and trees and the like); perhaps this implementation could be sped up, thus solving both problems?
It was said that a rectangular prism bounding box (if not polygonal) was going to be used for collision detection so that larger features could be used without confusing units (large buildings and trees and the like); perhaps this implementation could be sped up, thus solving both problems?
- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53