Floating-point test server

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Re: Floating-point test server

Postby Granger » Tue Jul 19, 2016 6:14 pm

What makes it complicated is that you and the server think different things regarding your current position, while the character is in motion.
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Re: Floating-point test server

Postby APXEOLOG » Tue Jul 19, 2016 6:15 pm

Granger wrote:What makes it complicated is that you and the server think different things regarding your current position, while the character is in motion.

Client position doesn't matter, it is interpolated on the client side
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Re: Floating-point test server

Postby loftar » Tue Jul 19, 2016 7:42 pm

APXEOLOG wrote:
Pickard wrote:
APXEOLOG wrote:Yeah, this is how you will find the point, but how you will find the collision-free point? The only way is to make collision checks for each point of the path until you got the nice one. This is literaly the method i've described above :)

Its only checking additional 3-5 cells when you hit obstacle. Very cheap.

Yes, but this is a question to loftar why didn't he still implement this

Well, really, primarily because why? It has hardly any consequences ingame that I've had reason to care about.
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Re: Floating-point test server

Postby APXEOLOG » Tue Jul 19, 2016 10:20 pm

loftar wrote:Well, really, primarily because why? It has hardly any consequences ingame that I've had reason to care about.

QoL? T_T
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Re: Floating-point test server

Postby loftar » Tue Jul 19, 2016 10:48 pm

APXEOLOG wrote:QoL? T_T

I must admit I fail to see how such a feature would be a QoL issue. I've never once been bothered by it when playing the game.
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Re: Floating-point test server

Postby Granger » Wed Jul 20, 2016 2:37 am

loftar wrote:
APXEOLOG wrote:QoL? T_T

I must admit I fail to see how such a feature would be a QoL issue. I've never once been bothered by it when playing the game.


Getting stuck at stuff while moving around is one of the most annoying flaws of Haven.
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Re: Floating-point test server

Postby Grog » Wed Jul 20, 2016 3:37 am

Granger wrote:
loftar wrote:
APXEOLOG wrote:QoL? T_T

I must admit I fail to see how such a feature would be a QoL issue. I've never once been bothered by it when playing the game.


Getting stuck at stuff while moving around is one of the most annoying flaws of Haven.

Agreed. I actually thought it takes the first 5 mins of gametime to get annoyed already.
It's also really fun to run for your life and get stuck at a freaking stump or frog.
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Re: Floating-point test server

Postby loftar » Wed Jul 20, 2016 7:17 pm

Granger wrote:Getting stuck at stuff while moving around is one of the most annoying flaws of Haven.

Yes, but that's wasn't what we were talking about. :)
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Re: Floating-point test server

Postby Granger » Wed Jul 20, 2016 11:19 pm

loftar wrote:
Granger wrote:Getting stuck at stuff while moving around is one of the most annoying flaws of Haven.

Yes, but that's wasn't what we were talking about. :)


I thought it could be an idea to steer back towards being ontopic.
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Re: Floating-point test server

Postby romovs » Thu Jul 21, 2016 4:15 pm

APXEOLOG wrote:
romovs wrote:Like for example, why on earth character's speed affects how close he can get to the object...?)

This is because of the movement system. In Haven speed defines the length of the "step" that character does per one tick. So the movement system calculates the next point based on the step length and then collision system checks if this point can be reached. If player cannot reach the point the movement is not occures. So as you can see, less length of the "step" (less speed) leads to the more accurate movement because the next points calculated more often. This is also the reason why 1st and 4th speed matters for some actions (for example is was possible to run through the wall without corner at 4th speed in legacy, or you must use 1st speed for line-mining in legacy).
I don't know if it remains the same right now, or loftar fixed anything, but actually i think i'd rather make the "step" a fixed parameter and perform number of collision checks during each tick. This way we will have accurate movement with any speed, but maybe more expensive in terms of collision-detection

Yeah that what I thought, was just wandering why that was implemented in such an awkward way. At least from a player perspective one would assume that speed shouldn't affect the collision tests.
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