loftar wrote:I generally agree that more realistic movement with inertia and whatnot would be a very nice thing, and I've mulled about it quite a lot, but the road there isn't exactly short and immediate.
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.
loftar wrote:I generally agree that more realistic movement with inertia and whatnot would be a very nice thing, and I've mulled about it quite a lot, but the road there isn't exactly short and immediate.
Granger wrote:loftar wrote:I generally agree that more realistic movement with inertia and whatnot would be a very nice thing, and I've mulled about it quite a lot, but the road there isn't exactly short and immediate.
Your server can extrapolate movement, so why shouldn't you be able to ramp speeds (instead of binary switching between the gears) and limit turnspeed of the horse (or the character, or bull infront of a wagon) depending on current inertia factor (which would come from a lookup table)?
Hasta wrote:Granger wrote:loftar wrote:I generally agree that more realistic movement with inertia and whatnot would be a very nice thing, and I've mulled about it quite a lot, but the road there isn't exactly short and immediate.
Your server can extrapolate movement, so why shouldn't you be able to ramp speeds (instead of binary switching between the gears) and limit turnspeed of the horse (or the character, or bull infront of a wagon) depending on current inertia factor (which would come from a lookup table)?
Is there even such thing as "turnspeed" currently ingame?
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.
Granger wrote:Your server can extrapolate movement, so why shouldn't you be able to ramp speeds (instead of binary switching between the gears) and limit turnspeed of the horse (or the character, or bull infront of a wagon) depending on current inertia factor (which would come from a lookup table)?
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