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[FAQ
Forum Index » » Developer Feedback » » Ships Hitboxes
 Author Ships Hitboxes
JBud
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Joined: February 26, 2008
Posts: 1900
From: Behind you.
Posted: 2010-08-05 06:21   
Re-post from: http://www.darkspace.net/index.htm?module=forums.php&page=/viewtopic.php?topic=49179&forum=134&149 Reply #149

Ships' hitboxes are already calculated by model shape, however slightly inaccurate, because when you hit a planet, it happens when your ship touches it, instead of the outer edge of your rings like old versions, currently the outer edge of the rings are still a hitbox to weapons however.. If this could be fine tuned, to form a polygon around the ship, then weapons could be modified to impact the polygon instead of the shield rings...

Shield rings will become a visual indicator of damage only, from then on.

This could take some doing, because the arc bug could easily show back up if done improperly, but would be worth it in the end to get it done.

Visually, it would look a lot better to have weapons strike the ship instead of empty space, as well as make LoA's models, and current models (such as the Agincourt) very usable ingame

Below is a visual mockup of what i am talking about, a simple polygon is calculated around the ship, and each line of the polygon is calculated to fore, rear, right, or left, depending on how parallel it is to the center.



An alternative solution would be to implement hitboxes in the resourcer manually.. Create a tool for ship scenes that can draw the hitbox polygon around the ship from a birds eye view of the ship scene, each line of the polygon should be modifyable to each arc manually, this would prevent any misscalculations by the computer.



[ This Message was edited by: Darth Jaybud on 2010-08-05 06:39 ]
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Rebellion
Marshal
Faster than Light


Joined: June 20, 2009
Posts: 730
From: sol
Posted: 2010-08-05 12:36   
I dont think that thare is anyone who dosent want this (correct me if im wrong) except for the plp who have to code it.
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Faustus
Marshal
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Joined: May 29, 2001
Posts: 2748
From: Austin, Texas
Posted: 2010-08-05 17:52   
here is the downside...

The server will now need to do ray to triangle hit detection as well, which will make the servers even slower because now they'll have to load the 3D models to determine if a hit occurs or not.



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JBud
Marshal

Joined: February 26, 2008
Posts: 1900
From: Behind you.
Posted: 2010-08-06 03:59   
darn.... Maybe in a couple of years our servers will be powerful enough.

Thx for the reply F
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