Patch Anticipation Station

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Re: Patch Anticipation Station

Postby Jacobian123 » Sat Jun 04, 2016 6:41 am

Thedrah wrote:floating points will fix what? pathfinding?

i want object controlled objects so we can have bridges and such

Likely coming next world.
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Re: Patch Anticipation Station

Postby vatas » Sat Jun 04, 2016 7:52 am

I had misconception that floating point coordinates would allow bridges but I guess its at least step towards it. Floating point coordinates probably allow making hitboxes that are better shaped like the models so its easier to navigate across objects without using custom client feature that shows hitboxes. Maybe hitboxes could even be circular with floating point coordinates.
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Re: Patch Anticipation Station

Postby Granger » Sat Jun 04, 2016 8:29 am

Floating point coordinates allow gliding along hitboxes: with them pushing you out a little bit on collision puts you at a different place (numeric wise before rounding for display) every movement tick so the move can continue, while current integer coordinates push you to the (numeric) place you had been before the tick so the server sees it as movement being blocked, thus ending it and leaving you cursing and clicking again.
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Re: Patch Anticipation Station

Postby ven » Sat Jun 04, 2016 6:53 pm

vatas wrote:I had misconception that floating point coordinates would allow bridges but I guess its at least step towards it.

XCOM already explained how bridges could be possible under the legacy system. It made sense to me, at least.
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Re: Patch Anticipation Station

Postby MagicManICT » Sat Jun 04, 2016 7:31 pm

Thedrah wrote:floating points will fix what? pathfinding?


They don't fix anything themselves. They just allow for what granger mentioned a couple posts up. The sliding or "push out" algorithm would have to also be added, though in comparison to changing how coordinates are managed, is simple. I imagine it would allow other improvements to the system, too, though it could potentially cause some strange interactions since floating point numbers are nowhere near precise.
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Re: Patch Anticipation Station

Postby iamahh » Sun Jun 05, 2016 3:34 am

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Re: Patch Anticipation Station

Postby Amanda44 » Sun Jun 05, 2016 5:27 am

iamahh wrote:Image

:lol: :lol: :lol:
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Re: Patch Anticipation Station

Postby xdragonlord18 » Sun Jun 05, 2016 8:14 am

MagicManICT wrote:
Thedrah wrote:floating points will fix what? pathfinding?


They don't fix anything themselves. They just allow for what granger mentioned a couple posts up. The sliding or "push out" algorithm would have to also be added, though in comparison to changing how coordinates are managed, is simple. I imagine it would allow other improvements to the system, too, though it could potentially cause some strange interactions since floating point numbers are nowhere near precise.


floating point numbers are about as precise as you can get though i guess not in java either way though its far more precise than what were using now and another thing it would allow for is better pathing
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Re: Patch Anticipation Station

Postby Granger » Sun Jun 05, 2016 1:31 pm

xdragonlord18 wrote:floating point numbers are about as precise as you can get

Actually they are not: https://en.wikipedia.org/wiki/Floating_ ... y_problems
But they're good enough to solve some problems that integer numbers have when being used for a coarse absolute coordinate system in a game, like haven does.

Simply switching to a finer grained integer coordinate system would have done the trick more easily since most of the code could have been kept as-is, but Loftar ignored that suggestion for some reason he didn't disclose.
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Re: Patch Anticipation Station

Postby xdragonlord18 » Sun Jun 05, 2016 1:43 pm

Granger wrote:
xdragonlord18 wrote:floating point numbers are about as precise as you can get

Actually they are not: https://en.wikipedia.org/wiki/Floating_ ... y_problems
But they're good enough to solve some problems that integer numbers have when being used for a coarse absolute coordinate system in a game, like haven does.

Simply switching to a finer grained integer coordinate system would have done the trick more easily since most of the code could have been kept as-is, but Loftar ignored that suggestion for some reason he didn't disclose.

it being not as precise is a problem with how its done on computers not a problem with floating points which is simply a number with no fixed amount of digits before or after the decimal so it can represent any degree of precision
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