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collision detection and visual cues

Author
Cyndrogen
The Greatest Corp in the Universe
#21 - 2014-01-11 08:36:37 UTC
Reaver Glitterstim wrote:
The asteroid collision detection is done with a variety of large "balls". For dead rocks in deadspace pockets, in many places the balls are way off size and way out of place, allowing you to move through some rocks while bouncing you off of empty space in other areas. In asteroid belts, the balls are usually quite a good bit larger than the actual asteroids (though centered on them correctly AFAIK), and so what can look like an easy passage could be a solid wall or a pinball machine entrance.

I don't know why this hasn't been addressed yet, but maybe it's something that can get fixed in the next expansion.



These balls their size is bigger then then the object they represent WAY bigger balls.

Every day in every way I improve my skills and get better.

Oberine Noriepa
#22 - 2014-01-11 14:40:09 UTC
Altrue wrote:
Being able to see collision boxes would be cool. Hell, it can even be justified in the form of some minimum safe distance included by default into any ship protocol.

I thought of something like this a couple days ago. It could be an option included in the tactical display when it receives its much needed update.

Bobby Frutt
Federal Navy Academy
Gallente Federation
#23 - 2014-01-12 19:30:07 UTC  |  Edited by: Bobby Frutt
I just nearly got popped at a WH customs office because of this crap.

CCP, can't you just remove the collisions altogether for certain things? The whole system is messed up. There's no legitimate way to determine if you'll end up bumping an object if you're within 5 visual KM. I've had times where I end up warping into the collision sphere. I maneuver my ship in the reverse direction for 5 seconds, then hit warp which takes my ship far less than 5 seconds. Somehow, I've collided with the object again. How does that even make sense??

What on earth does bumping into the customs office or an asteroid add to the game anyways? Nothing. For ships I get it, but I don't see the motivation for these sorts of structures.

The only fix I can thing of is: Have it so our overview lights up red any celestials that are determined to not be warpable to (will result in a bump). This way we can at least see which celestials we can warp to instead of bumping off a bubble endlessly.
Kimmi Chan
Tastes Like Purple
#24 - 2014-01-12 20:05:23 UTC
Like this?

"Grr Kimmi  Nerf Chans!" ~Jenn aSide

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shimiku
Zircron Industries
#25 - 2014-01-13 07:13:09 UTC
try warp in to a drone hive and get stuck in it for an hour befor you are able to get out thats anoying
a domi dont fly that fast so it take time to even find a way out because all the bumbing in to stuff that you cant see
Cyndrogen
The Greatest Corp in the Universe
#26 - 2014-01-13 07:55:48 UTC
Why are they calculating balls anyway for collision detection?? Seems overkill when a bounding box would do the job just fine.

If the object it too large for a bounding box use an octree to solve a simple collision.

Don't make me program an octree! Give me a damn dev kit so I can fix this crap!

Every day in every way I improve my skills and get better.

Reaver Glitterstim
The Scope
Gallente Federation
#27 - 2014-01-13 08:06:38 UTC
Balls are the simplest way to do it. Rather than actually map out this sphere, the system merely detects your distance from its center. Since nothing in EVE is bump-mapped, this makes it very easy for the system to detect when you are inside of something. Bump-mapped environments have a hard edge which when you get past it, the rest of the object offers no resistance.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Cyndrogen
The Greatest Corp in the Universe
#28 - 2014-01-13 08:13:02 UTC
Reaver Glitterstim wrote:
Balls are the simplest way to do it. Rather than actually map out this sphere, the system merely detects your distance from its center. Since nothing in EVE is bump-mapped, this makes it very easy for the system to detect when you are inside of something. Bump-mapped environments have a hard edge which when you get past it, the rest of the object offers no resistance.


Maybe but they destroy immersion because they are so imprecise. Get rid of it or fix it.

Every day in every way I improve my skills and get better.

Reaver Glitterstim
The Scope
Gallente Federation
#29 - 2014-01-13 08:23:32 UTC
I think there are a lot of balls that should be fixed and a few places where more, smaller balls need to be added.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Julius Rigel
#30 - 2014-01-13 08:35:01 UTC
Cyndrogen wrote:
Maybe but they destroy immersion because they are so imprecise.
How does that destroy immersion? Like so many other things, collision prevention is a feature of your autopilot that prevents you from getting within certain distances of certain objects. Like every feature of the autopilot, this system has its quirks.

Distances for "collision prevention" can be too large in many cases. The "approach" feature of the autopilot fails to use your velocity as a factor when calculating when to stop, resulting in extreme overshooting if you're going moderately fast, or slowing down too early and approaching very very slowly if you're going slow. The "keep at range" feature also has that same quirk, so you might end up stopping, turning, and flying away while trying to chase a target at a certain distance, or simply spinning in place if you try to "keep at range" a fast moving target.

But I don't feel like any of this breaks immersion, not anymore than the fact that we're flying through a highly viscous medium that causes enough drag that ships don't need to be built with reverse thrusters. It's just one of the presumptions you have to agree to in order to play, the same way "I'm magical cow that walks on its hind legs and rides a dragon" might be something you have to accept in order to play a fantasy game.

And aside from a select few things the autopilot prevents you from doing (you're not allowed to crash into things, you're not allowed to warp to arbitrary coordinates), you're free to pilot your ship manually if you so desire, and it's quite fun.
Reaver Glitterstim
The Scope
Gallente Federation
#31 - 2014-01-13 08:41:23 UTC
Julius, the OP is talking about the balls being misplaces and improperly sized, not so much that they are a bad idea overall - at least that's how I interpreted it.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Cyndrogen
The Greatest Corp in the Universe
#32 - 2014-01-14 04:43:32 UTC
Julius Rigel wrote:
Cyndrogen wrote:
Maybe but they destroy immersion because they are so imprecise.
How does that destroy immersion? Like so many other things, collision prevention is a feature of your autopilot that prevents you from getting within certain distances of certain objects. Like every feature of the autopilot, this system has its quirks.

Distances for "collision prevention" can be too large in many cases. The "approach" feature of the autopilot fails to use your velocity as a factor when calculating when to stop, resulting in extreme overshooting if you're going moderately fast, or slowing down too early and approaching very very slowly if you're going slow. The "keep at range" feature also has that same quirk, so you might end up stopping, turning, and flying away while trying to chase a target at a certain distance, or simply spinning in place if you try to "keep at range" a fast moving target.

But I don't feel like any of this breaks immersion, not anymore than the fact that we're flying through a highly viscous medium that causes enough drag that ships don't need to be built with reverse thrusters. It's just one of the presumptions you have to agree to in order to play, the same way "I'm magical cow that walks on its hind legs and rides a dragon" might be something you have to accept in order to play a fantasy game.

And aside from a select few things the autopilot prevents you from doing (you're not allowed to crash into things, you're not allowed to warp to arbitrary coordinates), you're free to pilot your ship manually if you so desire, and it's quite fun.



Please don't defend something that makes the game worse. Try to let the developers deal with it and get it fixed. The collision detection in eve is horrible, like the golem.

Every day in every way I improve my skills and get better.

Dr0000 Maulerant
Union Nanide and Tooling
#33 - 2014-01-14 06:02:02 UTC
+1 for better collision physics.

Also you were In null, in a belt, in a purifier?

Why?

Tell me again about how every playstyle you dont engage in "doesn't require any effort" and everyone who does it needs to die in a fire. Be sure to mention about how you tried it once but it was too easy/boring/ethnic-homophobic slur. 

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