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Missile affects. |
BackSlash Marshal Galactic Navy
Joined: March 23, 2003 Posts: 11183 From: Bristol, England
| Posted: 2004-09-07 05:33  
I was thinking earlier today about the missiles in DarkSpace and how they show no sign of speeding up once they leave the launcher. So I was wondering if that was possible, to make them start of sorta slow and speed up. Not much bould it would add a nice touch to the game, oh and also the missile thruster affect is sorta....well there isnt one .
This is mainly to Gideon, hes doing all the graphics stuff so I thaught id get my suggestions in for all my ideas ^^.
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Axianda The Royal Fleet Admiral Terra Squadron
Joined: November 20, 2001 Posts: 4273 From: Axianda
| Posted: 2004-09-07 08:36  
I agree that it would be neat to see em get shot out first and when theyr out the fire the engines.....
however lets fix the damage ration first and worry about looks later
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- Axi
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Faustus Marshal Palestar
Joined: May 29, 2001 Posts: 2748 From: Austin, Texas
| Posted: 2004-09-07 08:37  
Would be nice... just makes the math more complicated, and syncronization problems may occur (missiles being in different locations on different machines).
-Richard
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Chromix Cadet
Joined: June 29, 2001 Posts: 3052
| Posted: 2004-09-07 12:45  
Quote:
| just makes the math more complicated |
| yep
Quote:
| syncronization problems may occur |
|
life and velocity are synchronized.
So to let a projectile accelerates for 40 ticks, would this still susceptible to sync errors?
Add a not synced member variable currentVelocity.
Pseudocode ahead:
if( maxLife - life < 40 )
{
currentVelocity = velocity / ( 40 - ( maxLife - life ) )
}
else
currentVelocity = velocity;
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SFC_Powell Cadet
Joined: September 04, 2003 Posts: 24
| Posted: 2004-09-07 13:00  
i would like to see missles/fighters fly slightly more smoothly instead of the jagged movement we see already _ _ and more like actual curves
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that little sample image i did wass messed up cus spaces dont count as well in the post as they did while i was typing it. but u get the picture, too jagged
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[Edit: In the future, if you have something to add to your previous post, simply edit the post rather than adding a new one right after it. Thanks. -Dem]
[ This Message was edited by: Demorian on 2004-09-07 13:39 ]
_________________ in life we find death.... in death we find immortality
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BackSlash Marshal Galactic Navy
Joined: March 23, 2003 Posts: 11183 From: Bristol, England
| Posted: 2004-09-07 13:24  
you mean like this?
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Gideon Cadet
Joined: September 14, 2001 Posts: 4604 From: Oregon, USA
| Posted: 2004-09-07 13:26  
Quote:
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On 2004-09-07 12:45, Chromix wrote:
Quote:
| just makes the math more complicated |
| yep
Quote:
| syncronization problems may occur |
|
life and velocity are synchronized.
So to let a projectile accelerates for 40 ticks, would this still susceptible to sync errors?
Add a not synced member variable currentVelocity.
Pseudocode ahead:
if( maxLife - life < 40 )
{
currentVelocity = velocity / ( 40 - ( maxLife - life ) )
}
else
currentVelocity = velocity;
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I think F is thinking of having it be an effect on client side, rather than an actual speed change to the missile itself.
I'm with you, make the speed change server side, and everyone sees it the same, PLUS it makes an actual difference in the game.
_________________ ...and lo, He looked upon His creation, and said, "Fo shizzle."
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Chromix Cadet
Joined: June 29, 2001 Posts: 3052
| Posted: 2004-09-07 14:20  
Quote:
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On 2004-09-07 13:24, BackSlash wrote:
you mean like this?
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That's because all missiles are only updated two times per second.
So: (aims at target) - (500ms pass, missile flies straight line) - (aims at target) - (500ms pass, missile flies straight line) ...
The rate *could* be increased, so it´d be smooth curves. It would drastically increase the CPU usage however.
A solution could be to give the projectiles a turn status, so their curves would be smooth. That would add 1 to 4 bytes to each projectile though and increase the CPU usage a bit.
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