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Player Features and Ideas Discussion

 
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bumping off textures instead of bumping off invisible meshes!

Author
Zorrkinae vonHui
Gnostics of the Sense of Life
#1 - 2015-03-22 18:33:26 UTC
I think the title says it all =)
sorry if a thread like this has allready been chewed threw....

Im mining a lot in the recent time as Im primary online via teamviewer from work xD (dont tell my boss lol)
and I think atleast fulltime-miners will love the idea, as from mining on this idea did spread in my head^^
It sucks a lot, if aligning to something and there is a rock in the way, the ship always gets kinda not bumped but slowed down by something invisible meters before we actually would hit the texture of the structure in our way....
It would be sooo freaking awesomeballs if instead of revamping all ships, we could get a little rework of the mappings, so we only get bumped/sloweddown when we actually hit the texture of the object!
... this would also sacve us a lot of time at some of the critical stationsituations when we keep hitting and hitting the meters filled with nothing than vaccum between our ship and the station-structure....
....
dunno what u guys think but for me this would be soooo supradupra if my ship would finaly bounceoff/slowdown only when I actually hit the textures, and if not, keep aligning/warping

troll go on now! (and maybe some real comments ;D)

"there are million ways to death, but only one way leads to life"

Iain Cariaba
#2 - 2015-03-22 18:39:03 UTC
Easily prevented by keeping a distance either above or below the plane of the belt, or working from the outside inward with anoms.

Secondly, I suggest you read up on how the server sees everything. To the server, everything is a sphere, not an odly shaped piece of rock or roughly symetrical mining barge.
joecuster
Anime Masters
#3 - 2015-03-22 18:42:19 UTC
not practical/10
Zimmer Jones
Aliastra
Gallente Federation
#4 - 2015-03-22 19:08:18 UTC
Collisions work from an invisible mesh as you have mentioned, but the specific collision meshes are kept as simple as possible, which in the case of most fps it quite complex, but in eve it does not NEED to be, because space is big. Really really big, and weapons in eve don't need to have hit boxes for different body parts. In eve its not even a collision check for weapons, its a roll of the dice against other variables. So simple col meshes are all that's needed to play, and anything that eases the load on the server serves more people that do not need such collision checks.

Oddly enough, spheres are the most simple collision meshes to use, because all points are the same distance from the ships positional origin(durr). This means the collision check is something extremely simple, comparing the distance of all the origins plus the radii of the respective ship/celestials.

Sorry but due diligence is your only option. As someone who mods games as a hobby, collision from textures makes no sense. Textures are 2d projections (u,v cords most likely) on top of the wireframe, which is packed full of Poly's, the checks would no longer as quick to check as on a sphere, but must have every point/face checked against any that need checking( multiple collision meshes are used to narrow down needed checks.

Tl;dr your idea is phrased nonsensically, and unfeasable in any interpretation, if eve is to have more than a handful of ships and celestials on the same grid

Use the force without consent and the court wont acquit you even if you are a card carryin', robe wearin' Jedi.