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Goldeye Novice
Gender: Joined: Dec 15 2003 Posts: 57 Offline
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Posted: Thu Mar 13, 2008 6:35 pm Post subject: |
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Smong, have you figured out the correct way to compute bounces?
I am missing tiles where the ball moves completely past the tile in one tick and don't know the best (or more importantly, continuum-accurate) way to go about it. |
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Bak ?ls -s 0 in

Age:26 Gender: Joined: Jun 11 2004 Posts: 1826 Location: USA Offline
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Goldeye Novice
Gender: Joined: Dec 15 2003 Posts: 57 Offline
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Posted: Thu Mar 13, 2008 9:22 pm Post subject: |
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If it does, when do reverse the speed, and how do I know which direction to reverse it in? |
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Samapico No, these DO NOT look like penises, ok?

Joined: May 08 2003 Posts: 1252 Offline
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Posted: Thu Mar 13, 2008 11:30 pm Post subject: |
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In Continuum, it is possible for a bomb or a ball to go through a tile if it's going too fast... to travel 16 pixels in a tick, the speed would need to be... 16000? ..hmm that doesn't sound that fast...
Did anyone ever checked the speed needed before something goes through a wall? At 16000, the possibility of something going through a tile would be like 1/16 though. So I guess it could make sense _________________ (Insert a bunch of dead links here) |
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Dr Brain Flip-flopping like a wind surfer

Age:39 Gender: Joined: Dec 01 2002 Posts: 3502 Location: Hyperspace Offline
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Posted: Thu Mar 13, 2008 11:37 pm Post subject: |
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Yeah, I've fiddled with top speed settings allowing people to go through walls and it's about 15000, but I had come to the conclusion that it depended on frame rate. Maybe I was mistaken. _________________ Hyperspace Owner
Smong> so long as 99% deaths feel lame it will always be hyperspace to me |
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Goldeye Novice
Gender: Joined: Dec 15 2003 Posts: 57 Offline
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Posted: Fri Mar 14, 2008 3:52 am Post subject: |
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With a combination of buggily high ship speed and high ball speed I got the ball to go through walls.
Seems cont doesn't check the line.
My guess is that it just breaks speed down further (to floats?) and gets another precision (*10 or *16, I don't know) |
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Smong Server Help Squatter

Joined: 1043048991 Posts: 0x91E Offline
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Posted: Fri Mar 14, 2008 6:52 am Post subject: |
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Topic split from Ball friction (that time of year again?)
I would assume collisions are per tick with no fancy sub-tick intersection.
I think the tricky bit is tweaking:
- adjust ball radius.
- apply collisions before/after friction/speed update?
- when bouncing do you:
- align ball to wall.
- use old position.
- use new position (which would place it inside the wall.
- calculate exactly where it should be after it bounced.
All these minor things would become noticable after the ball bounced a few times.
If anyone wants to look some of the ball bounce code is right above the ball friction code (the offsets are in this thread http://forums.minegoboom.com/viewtopic.php?p=59777#59777). _________________ ss news  |
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Goldeye Novice
Gender: Joined: Dec 15 2003 Posts: 57 Offline
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Posted: Fri Mar 14, 2008 1:20 pm Post subject: |
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Subspace does seem to do no sub-tick processing. Note how easy it is to fly ships and balls through walls at high speeds in subspace.
A glance at the top of the ss ball function shows it probably bounces at the tick position. (if x<0 || x > 0x00f60000 then xspeed = -xspeed)
The same is possible but requires higher speeds in continuum.
Just tested and I managed to get guns through (two) walls as well (without any bounce), at high speeds, of course.
I'm quite confident the ss physics are no longer used.
I suspect (but haven't rigged up a good test) that continuum is fine for multiple bounces in a single tick. That would be definitive indicator of simply higher resolution testing. |
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Samapico No, these DO NOT look like penises, ok?

Joined: May 08 2003 Posts: 1252 Offline
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Posted: Fri Mar 14, 2008 5:16 pm Post subject: |
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If this can help... try throwing a ball INTO a door that closes.
You'll hear the ball bounce every tick, and it won't move at all.
Same for bouncing bullets or shrap... |
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Goldeye Novice
Gender: Joined: Dec 15 2003 Posts: 57 Offline
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Posted: Sat Mar 15, 2008 12:17 am Post subject: |
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Samapico wrote: | If this can help... try throwing a ball INTO a door that closes.
You'll hear the ball bounce every tick, and it won't move at all.
Same for bouncing bullets or shrap... |
Do it at absurdly high speeds and I bet you'll find a different result. |
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Smong Server Help Squatter

Joined: 1043048991 Posts: 0x91E Offline
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Posted: Sat Mar 15, 2008 10:11 am Post subject: |
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Samapico wrote: | If this can help... try throwing a ball INTO a door that closes.
You'll hear the ball bounce every tick, and it won't move at all.
Same for bouncing bullets or shrap... | I think all that tells us is the collision code doesn't align to the edge of a wall, unless doors are a special case. Although if you shoot a wall with guns the explosion doesn't appear on the edge but somewhere inside the wall (again could be a special case). Either way I think this is all leaning towards "use old position" instead of "calculate exact new position". |
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Cheese Wow Cheese is so helpful!

Joined: Mar 18 2007 Posts: 1017 Offline
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Posted: Sat Mar 15, 2008 7:07 pm Post subject: |
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Goldeye wrote: | [..]
Do it at absurdly high speeds and I bet you'll find a different result. |
i might try that...
i already have an arena in my zone that has the highest possible speeds of ships and bombs, speeds so fast that 'wallhacking' through a tw sized base takes a small amount of time, and so fast that picking up a flag makes you a static object, until you use afterburners.
i might make a large door to toss a ball into... _________________ SSC Distension Owner
SSCU Trench Wars Developer |
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Goldeye Novice
Gender: Joined: Dec 15 2003 Posts: 57 Offline
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Posted: Wed Mar 19, 2008 4:33 pm Post subject: |
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I just tried running a straightforward in-tile collision function with a few (uncontrolled, mb) bounces at a resolution of 10 checks/tick and actually got farther off that just checking 2x/tick.
4x/tick gets within 3 tiles for low moderate speeds and within 10 for a good bit higher (1000px/sec?) |
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