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hit"boxes"

Posted: 12 May 2007, 23:37
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.

Posted: 12 May 2007, 23:43
by FLOZi
Feature request. So is the other thread.

Posted: 13 May 2007, 07:13
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).

Posted: 13 May 2007, 19:00
by Lindir The Green
If you make them cylinders you might as well make them turn on slopes, for all the added strategic depth.

Posted: 13 May 2007, 20:10
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.

Posted: 13 May 2007, 20:31
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?

Posted: 13 May 2007, 20:42
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.

Posted: 13 May 2007, 22:48
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:

Posted: 13 May 2007, 23:06
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 :-)

Posted: 14 May 2007, 02:05
by Caydr
Moneizz for the guy that makes the patch...

Posted: 14 May 2007, 03:09
by Dragon45
caydr pays for everything

brothua has no game

Posted: 14 May 2007, 14:03
by AF
caydr doesnt pay at all, he has outstanding debts.

Posted: 14 May 2007, 18:00
by Zpock
Waste of performance.

Maybe if you rewrote the whole engine as an FPS game.

Posted: 14 May 2007, 18:55
by jackalope
nobody wants this feature.

Posted: 14 May 2007, 20:17
by Neddie
Zpock wrote:Waste of performance.

Maybe if you rewrote the whole engine as an FPS game.
It's for melee, really.

Posted: 14 May 2007, 22:19
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

Posted: 15 May 2007, 18:44
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.

Posted: 21 May 2007, 17:16
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.

Posted: 21 May 2007, 19:01
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.