Scalar Limitations.

Scalar Limitations.

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Scalar Limitations.

Post by Argh »

Mod developers:

After a lot of experimentation, I have been able to determine that the minimum hitsphere which always reads hits, even for high-velocity projectiles, is a radius of 8.

Why 8? Because that's a radius of 1.0 in the hitscan algorithm, I believe. I've tested this with various projectiles, and it's readily apparant that this is the minimum radius that will take hits from high-speed laserbolts, for example.

It was kind've amusing (in a nerdy, game-designer kind've way) to see the profound gameplay effects making all of the NanoBlobs units have a minimum radius of 8 caused. As usual, I've been re-balancing everything as I go- and this simple, seemingly-small change had earthshaking gameplay effects. All of a sudden, units like the Wolf, which had been evading anything short of a guided missile with ease... was back under control. Knights appear to be the most harmed by the changes- they are now entirely too vulnerable to incoming fire from defensive units, such as the Spire Rook. I'll have to look into that. At any rate, enough random mumbling... the point is that for consistent hits, you need a radius of 8.0 or higher. Otherwise, as multiple experiments of mine have confirmed, you will see erratic hitscan performance in your mods, even with very slow projectile speeds.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

Yes, we discovered pretty much the same thing (with less accuracy) with the droids in SW. In the current release, droids are overpowered because most lasers simply pass through them. First we tried all sorts of balance juggling, before finally realising that simply making the buggers bigger solved all of our problems.

You'll have to wait for Gnome for confirmation, but I believe we managed to get smaller hitspheres working by using a beamlaser with only a visual representation of firing. Something like that anyway! (que Gnome)
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

"cue", I don't speak spanish!

I don't think our droids were ever quite that small, Zsinj. We just had bad luck with size, weapon velocity, and weapon type: modelled weapons generally tend to hit units better (though I'll take Argh's word on that lower limit), lower velocity for non-artillery helps more, and of course the target's size plays a role. That's why I was able to scale our infantry down a bit to match our new aircraft better: we've got modelled lasers that generally move half the speed as before now :)
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