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Is it possible Dev team...

First post
Author
CCP Dropbear
C C P
C C P Alliance
#21 - 2011-11-03 20:50:48 UTC
We recently developed a new, more accurate type of acceleration gate for the revamped "New Player Experience" that shipped with Incarna. We used it to land players right on top of their shiny new ship, within a few hundred meters.

So at this point we're now able to substitute the new gate for old ones wherever needed. That, or change warp-in points, both solutions work.

Though it helps to know (via bug reports) where such fixes are needed. We have a lot of content out there, so keeping track of minor annoyances like these is not easy unless you guys point them out as you notice them.
Circumstantial Evidence
#22 - 2011-11-03 20:56:03 UTC
The classic conundrum of Performance vs. level of detail and immersion. Sad
Vincent Athena
Photosynth
#23 - 2011-11-03 21:06:36 UTC
Im wondering if in the check for collision, if the method is as efficient as it could be. For example, if two objects are far enough apart in the X direction to not collide, then there is no need to do all the math for a full collision check. So the code should first test if the distance in the X direction is above the collision threshold and if its not; do a full check. (You could also pick Y. I would not pick Z as alot of action seems to play out close to the horizontal plane).

Also you do not to this:

If R < sqrt ( dx^2 + dy^2 + dz^2 )

you do this

if R^2 < dx^2 + dy^2 + dz^2

because squaring a number is faster than taking a square root.

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Sadayiel
Caldari Provisions
Caldari State
#24 - 2011-11-03 21:12:33 UTC
This thread just brought ecstatica memories back

Abrazzar
Vardaugas Family
#25 - 2011-11-03 21:15:57 UTC
Wouldn't it be feasible to just decrease the size on some of the more bulky objects like asteroids and the acc gate? Or remove them on plain scenery objects and add object with different sized bubbles to replace the many objects' ones in a site with a general bubble to retain the obstacle.
Hungry Eyes
Imperial Academy
Amarr Empire
#26 - 2011-11-03 21:24:18 UTC
mkint wrote:


Nothing's worse than warping to an acceleration gate and landing right under the little weiner that hangs down and getting stuck on the damned thing


quoting an epic quote
Barbelo Valentinian
Federal Navy Academy
Gallente Federation
#27 - 2011-11-03 22:46:57 UTC
mkint wrote:

How about changing warp-ins then? Nothing's worse than warping to an acceleration gate and landing right under the little weiner that hangs down and getting stuck on the damned thing, especially since there are occasional gates out there that won't let you cancel a warp. What if warp-in beacons were moved a little higher, and maybe tighten up the warp-in accuracy?

edit: new EVE meme... warping in and landing on the taint.


I like this idea, since this is probably the most annoying thing that happens to do with collisions - and it happens maybe, I dunno, 1 in 5 times or something? Especially with BSs.
Bienator II
madmen of the skies
#28 - 2011-11-03 22:51:01 UTC
collision spheres? Well its time to replace the space subdivision algorithm than. Even unoptimised octrees should give better results without performance impact.

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madsamo
Outer Haven Inc
#29 - 2011-11-03 22:51:39 UTC
flank steak wrote:
That while you are re-skinning objects in space, you can adjust the physical parameters of the objects so they are more realistic?

One of the most aggravating experience I have in eve is when i get stuck on an invisible extension of a gate, asteroid, or the dreaded station.

I am not trying to sound whiny because it's not all that detrimental to my immersion, but why is it when I am aligned to a gate under a station I get stuck and bounce around?

Also many new players find it odd that they cannot weave through asteroids or the gaps between station sections.

Any comment as to why this happens or if it is going to be changed?


Big smile
Tarikla
Aliastra
Gallente Federation
#30 - 2011-11-03 23:01:50 UTC  |  Edited by: Tarikla
I remember something i LIKED a lot :

Beacon-style acceleration gates . if you bump into it , you must be a serious drunker .

Why not remplace all the acceleration gates by those types , instead of keeping the old and painful gate ?

Example of this type of gate can be found in "Patient Zero" storyline mission .
Jhagiti Tyran
Caldari Provisions
Caldari State
#31 - 2011-11-03 23:04:39 UTC
Xercodo wrote:
I'd agree that some tighter collision boxes would be MUCH appreciated....


Tighter boxes are generally preferable.
Sentient Blade
Crisis Atmosphere
Coalition of the Unfortunate
#32 - 2011-11-03 23:47:50 UTC
CCP Dropbear wrote:
Adding just one more sphere to increase collision accuracy would effectively double the effect they have on server load. The end result could be more accurate acceleration gates, but decreased client/server performance.


This would seem to indicate a lack of optimization.

Granted I have not seen the code, but all objects that can be collided with should have a radius which a sphere of which would encompass all child collision spheres associated with that object, which would then be stored in a tree structure beneath it. Such a tree could be one or more levels deep depending on complexity of the object.

Iterating over the top level of objects in order to discard 95% of them should be a significantly faster operation than calculating collisions on all the children of each one which I presume is what is happening to suggest a doubling of their impact.

As I think others have mentioned, the bounding boxes need not be spherical either, I suspect not all of them are.
Rhinanna
Brutor Tribe
Minmatar Republic
#33 - 2011-11-03 23:52:48 UTC
In many cases, particually of objects, its not so much the number of hit boxes as the accuracy of them. Some are really out of whack with what you see and just need their size changing. Its one of those little things that needs to get done eventually, may as well do it sooner rather than later ;)

-The sword is only as sharp as the one who wields it! Other names: Drenzul (WoT, WoW, Lineage 2, WarH, BloodBowl, BSG, SC2 and lots more) 

flank steak
Deep Core Mining Inc.
Caldari State
#34 - 2011-11-04 04:25:20 UTC
Thank you for your response Mr. Dev.

I did not know that you created the collision zones out of spheres (Reminds me of modern graphics and their polygons) and I just assumed you could just shave some of the zone off or maybe just punch a whole through it.

Next time I or someone else complains about it I will be sure to remind them,

"Think of the lag!!" ಠ_ಠ
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