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Deckel
Black Thorne Corporation Black Thorne Alliance
23
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Posted - 2016.12.27 20:51:25 -
[1] - Quote
I'm wondering just how the collision modelling works in the game. I'm pretty sure that the collision outline is not some circular barrier around objects, as in some cases it somewhat conforms to a structures graphical model, but in many cases it also seems very far off from matching.
I would really like it if these collision models could more properly conform to the graphical one as it would allow for more skilled and accurate line of sight navigation. |

Rastuasi
The Dark Space Initiative Scary Wormhole People
44
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Posted - 2016.12.27 21:23:15 -
[2] - Quote
Every thing in Eve is a sphere and all calculations done off such sphere and each items sphere is different sized. Never will match the geometry of the ship... Technically your ship doesn't even have a front or back, that's why aligning then coming to stop has same warp time as never aligning in first place. |

ShahFluffers
Ice Fire Warriors Escalating Entropy
11254
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Posted - 2016.12.27 21:27:30 -
[3] - Quote
It largely has to do with how the server sees your ship.
All the "pretty" you see? That is all on the client side.
What the server sees is nothing more than spheres filled with information and lines and trajectories sprouting from them.
The "collision" aspect has to do with how "big" those spheres are.
I am not entirely sure if the size of the spheres correlates with signiture radius.
How did you Veterans start?
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Deckel
Black Thorne Corporation Black Thorne Alliance
23
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Posted - 2016.12.27 21:28:31 -
[4] - Quote
Rastuasi wrote:Every thing in Eve is a sphere and all calculations done off such sphere and each items sphere is different sized. Never will match the geometry of the ship... Technically your ship doesn't even have a front or back, that's why aligning then coming to stop has same warp time as never aligning in first place.
While I agree that it works like this for ships, and likely asteroids, how about stations? or other Large Collectable objects? I'm pretty sure that at least for stations there is more to it than just making a giant circle barrier. |

PopeUrban
El Expedicion Flames of Exile
343
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Posted - 2016.12.27 23:39:50 -
[5] - Quote
I found a collision model. The new Ford collection is HOT this season.
http://l7.alamy.com/zooms/3d66242c546648f4b614000e7cbc09bd/detroit-michigan-a-ford-crash-test-dummy-on-display-at-the-north-american-by2dhh.jpg |

Rastuasi
The Dark Space Initiative Scary Wormhole People
45
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Posted - 2016.12.28 00:02:34 -
[6] - Quote
Deckel wrote:Rastuasi wrote:Every thing in Eve is a sphere and all calculations done off such sphere and each items sphere is different sized. Never will match the geometry of the ship... Technically your ship doesn't even have a front or back, that's why aligning then coming to stop has same warp time as never aligning in first place. While I agree that it works like this for ships, and likely asteroids, how about stations? or other Large Collectable objects? I'm pretty sure that at least for stations there is more to it than just making a giant circle barrier.
They're seen as spheres still, maybe off sided to more oval, but still spherical. It's why you can fly into the station models in some side areas but get blocked on others when the model is longer on one side than the sphere covers. Like the poster after me said, the pretty is just the client giving you something to look at, all calculations are done off of the sphere and it's traits.
Think of docking ranges, the docking range of 0km may vary per station, but it's a sphere based on the station intersection sphere. That's why some approaches will see you at the exact side to dock but you could be 10km off on the other side of the same station when viewing via tactical overlay. |

Vortexo VonBrenner
Raumfahrer Spiff Rakett Piloot Anslutning
2594
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Posted - 2016.12.28 04:27:44 -
[7] - Quote
Deckel wrote:I'm wondering just how the collision modelling works in the game. I'm pretty sure that the collision outline is not some circular barrier around objects, as in some cases it somewhat conforms to a structures graphical model, but in many cases it also seems very far off from matching.
I would really like it if these collision models could more properly conform to the graphical one as it would allow for more skilled and accurate line of sight navigation.
Yes, you have a point. However, much has been said about this subject by a lot of people. It is what it is for technical reasons, I think.
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Salvos Rhoska
1775
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Posted - 2016.12.28 09:58:21 -
[8] - Quote
I have a suspicion the rotating radar dishes in some DED sites may have different collision.
I seem to remember that I can fly across the dish on its concave side, but collide with the convex side, suggesting the model and how it is calculated for collision comprises a hemisphere rather than a sphere.
Ill test it if i remember when I encounter them next.
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Orgah
Brutor tribe Minmatar Republic
38
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Posted - 2016.12.28 11:00:25 -
[9] - Quote
Rastuasi wrote:Every thing in Eve is a sphere and all calculations done off such sphere and each items sphere is different sized. Never will match the geometry of the ship... Technically your ship doesn't even have a front or back, that's why aligning then coming to stop has same warp time as never aligning in first place.
Ships, maybe. But not other objects.
Ever got stuck in an acceleration gate? Those things are everything but spheres.
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Scipio Artelius
Savage Moon Society
46416
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Posted - 2016.12.28 11:06:54 -
[10] - Quote
Orgah wrote:Rastuasi wrote:Every thing in Eve is a sphere and all calculations done off such sphere and each items sphere is different sized. Never will match the geometry of the ship... Technically your ship doesn't even have a front or back, that's why aligning then coming to stop has same warp time as never aligning in first place. Ever got stuck in an acceleration gate? Those things are anyything but spheres. Yes, I think it's easy to show that collision detection is not as simple as ships and structures being single spheres.
For combat calculations, alignment, etc. they are treated as spheres as far as I'm aware, but I think CCP moved on a long time ago from basing collision detection of the textures on simple spheres.
I don't have any real evidence of what the surface is based on now, but it seems trivial to show it's not a sphere.
Come Win At Eve - Join The Vendunari
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Jaxon Grylls
Institute of Archaeology
168
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Posted - 2016.12.28 11:40:10 -
[11] - Quote
Deckel wrote:While I agree that it works like this for ships, and likely asteroids, how about stations? or other Large Collectable objects? I'm pretty sure that at least for stations there is more to it than just making a giant circle barrier. You mean that they are going to give away stations?
Put me on the list!
Seriously, maybe you meant Large Collidable Objects? |

Nevyn Auscent
Broke Sauce
3794
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Posted - 2016.12.28 13:00:28 -
[12] - Quote
Scipio Artelius wrote: Yes, I think it's easy to show that collision detection is not as simple as ships and structures being single spheres.
For combat calculations, alignment, etc. they are treated as spheres as far as I'm aware, but I think CCP moved on a long time ago from basing collision detection of the textures on simple spheres.
I don't have any real evidence of what the surface is based on now, but it seems trivial to show it's not a sphere.
Ships are pretty much spheres because they don't have a facing. Terrain objects imagine them as a group of spheres put together and you will probably be right, it makes for simple modelling since you only have to check for where you are in relation to a handful of points to decide if you are bumping into it or not.
Obviously I don't have EVE's code base to confirm this, but it matches with in game behaviour. |

Rroff
Antagonistic Tendencies
1033
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Posted - 2016.12.28 14:16:48 -
[13] - Quote
Nevyn Auscent wrote: Ships are pretty much spheres because they don't have a facing. Terrain objects imagine them as a group of spheres put together and you will probably be right, it makes for simple modelling since you only have to check for where you are in relation to a handful of points to decide if you are bumping into it or not.
Obviously I don't have EVE's code base to confirm this, but it matches with in game behaviour.
Off the top of my head from what I recall the behaviour of ships is as if some objects are made up of several spheres for collisions while other objects are just a single sphere. |

Cade Windstalker
675
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Posted - 2016.12.28 15:12:57 -
[14] - Quote
To give a little information here, not every object or ship has only a single sphere.
For example the Rokh seems to be two-three spheres glued together because it's a fairly long ship. Larger things with complex geometry are represented by clusters of spheres. For example if you could look at the collision map of an Astrahus it would look like a weird Citadel shaped mass of gumballs or soap bubbles.
@Shahfluffers, there is no relation between Signature Radius and the size of a ship's collision mesh. Otherwise Target Painters would be the most hilarious module in the game  |

Nana Skalski
Taisaanat Kotei
23061
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Posted - 2016.12.28 15:30:26 -
[15] - Quote
For bigger structures there are lots of colision bubbles.
Every part of a game helps to tell a story =ƒôò
Where is Angry CONCORD guy when you need him
Osprey =ƒÜÇ
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Othran
Route One
755
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Posted - 2016.12.28 15:32:07 -
[16] - Quote
Cade Windstalker wrote:To give a little information here, not every object or ship has only a single sphere.
For example the Rokh seems to be two-three spheres glued together because it's a fairly long ship. Larger things with complex geometry are represented by clusters of spheres. For example if you could look at the collision map of an Astrahus it would look like a weird Citadel shaped mass of gumballs or soap bubbles.
All of Eve is a series of spheres - or it was.
"Grids" were spheres and some interesting stuff could be done at the edges of those spheres (not just grid-fu either) assuming you were willing to put in hours of effort to use the "gaps". Bigger "grids" mean less "gaps" so I suspect it all works the same but requires a LOT more effort to achieve the same thing.
/me hasn't tried pinning/playing with grids since 2012 so I may be talking bollox now :) |

Jennifer Starblaze
Imperial Academy Amarr Empire
38
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Posted - 2016.12.28 16:23:30 -
[17] - Quote
The short answer to why they are not using the model meshes for the colliders:
System Performance, mesh colliders eat up a lot more system ressources than box, or sphere colliders.
Are you new to EvE and have a lot of questions about the game?
Or do you just want to make some friends or join fleets with fellow rookies and experienced players alike?
Join the ingame channel "New Player Fleets".
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Jaxon Grylls
Institute of Archaeology
169
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Posted - 2016.12.28 17:25:11 -
[18] - Quote
Othran wrote:All of Eve is a series of spheres - or it was So really EVE is a load of balls.
Sorry, could not resist. |

Deckel
Black Thorne Corporation Black Thorne Alliance
23
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Posted - 2016.12.29 01:05:08 -
[19] - Quote
Jaxon Grylls wrote:Deckel wrote:While I agree that it works like this for ships, and likely asteroids, how about stations? or other Large Collectable objects? I'm pretty sure that at least for stations there is more to it than just making a giant circle barrier. You mean that they are going to give away stations? Put me on the list! Seriously, maybe you meant Large Collidable Objects?
Lol, ya Collidable. Apparently Collidable is not a word in my spell check - thus Collectable. That's what I get for trusting a machine |

Miranda Shoota
Gnampf Inc.
10
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Posted - 2016.12.29 01:10:06 -
[20] - Quote
Imagine if you couldn't actually shoot guns through objects and missile range was reduced because they have to fly around objects. Can you imagine how different this game would be all of a sudden?
You could use large ships to tank! :D |
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Deckel
Black Thorne Corporation Black Thorne Alliance
23
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Posted - 2016.12.29 01:17:06 -
[21] - Quote
Miranda Shoota wrote:Imagine if you couldn't actually shoot guns through objects and missile range was reduced because they have to fly around objects. Can you imagine how different this game would be all of a sudden?
You could use large ships to tank! :D
I was actually going to add this as a point of discussion for this topic but held off since it would pretty much be impossible to implement at this point, and would definitely require more precise collision models. |

Miranda Shoota
Gnampf Inc.
10
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Posted - 2016.12.29 01:21:18 -
[22] - Quote
I wouldn't be surprised if it was eternally impossible :P |

Ron Berkut
Berkut n' Slift's
0
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Posted - 2016.12.30 10:29:27 -
[23] - Quote
I would appreciate if celestials had collision spheres at subwarp speeds^^ Maybe take some damage if you crash into them, or some atmosphere heatdamage^^
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Nana Skalski
Taisaanat Kotei
23137
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Posted - 2016.12.30 11:11:45 -
[24] - Quote
Collision spheres for planets and moons at subwarp speed, Yes, I would like that too.
Every part of a game helps to tell a story =ƒôò
Where is Angry CONCORD guy when you need him
Osprey =ƒÜÇ
GëíGïüGëí GÖÑ
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