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darius mclever
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Posted - 2010.04.29 19:40:00 -
[1]
line of sight has been suggested before and it wont really work.
the math is pretty complex and it also has game play issues.
for all the details i suggest following this link and see the referenced postings.
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darius mclever
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Posted - 2010.04.29 19:52:00 -
[2]
You know that the mathematical problem is quite complex?
I have no problem with the idea of line of sight firing. I just see the effort for it, the complexity of the problem (there is a very long post in one of the threads that explains the math in all details) and last but not least the game play issues. (i come out of warp between you and your wartarget. you kill me. concord kills you. i get kill rights. just to name one game play issue.)
So we get more problems for no real gain for the game as such.
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darius mclever
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Posted - 2010.04.29 20:16:00 -
[3]
Edited by: darius mclever on 29/04/2010 20:17:54
Originally by: Captain Futur3
Originally by: darius mclever You know that the mathematical problem is quite complex?
I have no problem with the idea of line of sight firing. I just see the effort for it, the complexity of the problem (there is a very long post in one of the threads that explains the math in all details) and last but not least the game play issues. (i come out of warp between you and your wartarget. you kill me. concord kills you. i get kill rights. just to name one game play issue.)
So we get more problems for no real gain for the game as such.
In fact the problem is a very simple one. Its one of the best known problems in Computer Science. Every picture you see in game uses the theory behind it. Its just that the graphics engine uses it instead of the game engine. Its called raytracing and decides what object is in front of each other. The same technique would be used to check if an object is blocked by another or not.
show me real life raytracing with 1000 moving light sources (ships), emitting directional light (fire) in all kind of directions and 1000+ objects which you got to check if they are in the line of sight. and then add all the physics calculation of engine on top of that.
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darius mclever
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Posted - 2010.04.29 20:37:00 -
[4]
Originally by: Captain Futur3
Originally by: darius mclever
show me real life raytracing with 1000 moving light sources (ships), emitting directional light (fire) in all kind of directions and 1000+ objects which you got to check if they are in the line of sight. and then add all the physics calculation of engine on top of that.
There is your problem: "in all kind of directions". Why should i check my weapon in all directions when i know exactly where it is targeting? Makes no sense to me.
I meant that not all light sources are pointing into the same direction. some BS are firing on the primary some on the secondary some on the tertiary. some shoot support.
so for each of my 500 ships you got to check if ships from my fleet and from your fleet are in the line. and vice versa for all of your ships.
It is as simple as that show me real time raytracing with 1000 light sources and 1000+ objects and all objects are moving controlled by a physics engine.
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darius mclever
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Posted - 2010.04.29 23:29:00 -
[5]
Originally by: Captain Futur3 Edited by: Captain Futur3 on 29/04/2010 23:26:34 Sure this has to be done by the server. And i still think that its not hard for the server to do this for drones and all ships. Eve does not need a lot of PC power at all. Its only the lag that is a problem. The game engine has not changed since more than 5 years and now think what PCs we had 5 years ago. We have quad cores now while 5 years ago, not even dual cores (Exxxx) were born.
Sure, some more people are playing and the ship models have been improved, but is that all? Now we can play games like crysis where every tree can be cut into several parts, and when you fire a missile into a house, several dozens of objects are flying realistical into the air bouncing against other objects and so on.
No really, our PCs and the servers can handle way more than people think. The only problem may be lag, but this is not effected by this idea because only the results of the clipping will be transferred to the clients.
Nothing against you, but i simply cant hear the same arguement over and over again, that Eve has to stay at the same level of 2003 because of performance ;).
many of the performance improvements in the last 2-3 years come from multicore cpus. which doesnt help you when the engine is not multithreaded.
If the whole math wouldnt be a problem ... why do you have module lag in fleet battles?
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darius mclever
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Posted - 2010.04.30 00:59:00 -
[6]
Originally by: Captain Futur3 @ Party Scout:
sure, this has to be tested. Everything has to be tested. But has this a bigger impact on Eve than adding planetary interaction? Is it bigger than connecting DUST with Eve? What about the new Doomsday weapon of the titans? Are these changes that have been tested by players for a long time? People always whine when something new comes, but they get used to it and maybe begin to like it.
I say, its worth to try. CCP has a big advantage over other companies. They have a 365 day testserver for everyone. Use it.
Yes the super cap changes had been tested for a few months on sisi before they hit TQ. just as people test planetary interaction for a few weeks already.
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