Tighten spread, reduce damage


(Apples) #361

No need for 3D if you stipulate that each distance is a plan on his own, I have problem explaining that clearly in english (and its my job yeah… :D) but if you “cut” the space into an infinite succesion of plan you dont have to use 3D, you just need an infinite succession of X/Y joint distribution which vary (bounds and variance as stated above), it might not be the lightest solution indeed, but it is the easiest IMO.

Peace


(suho) #362

[QUOTE=Apples;348101]No need for 3D if you stipulate that each distance is a plan on his own, I have problem explaining that clearly in english (and its my job yeah… :D) but if you “cut” the space into an infinite succesion of plan you dont have to use 3D, you just need an infinite succession of X/Y joint distribution which vary (bounds and variance as stated above), it might not be the lightest solution indeed, but it is the easiest IMO.

Peace[/QUOTE]

I am not sure wether I understand what you mean. But in the end what you need in the game is a trajectory for each bullets with a starting point (your gun tip) and an end point. It could be solved via ray-tracing but I don’t know wether it is done that way since I only know the basics of how 3D graphics work.


(Shinigami) #363

[QUOTE=Apples;348101]No need for 3D if you stipulate that each distance is a plan on his own, I have problem explaining that clearly in english (and its my job yeah… :D) but if you “cut” the space into an infinite succesion of plan you dont have to use 3D, you just need an infinite succession of X/Y joint distribution which vary (bounds and variance as stated above), it might not be the lightest solution indeed, but it is the easiest IMO.

Peace[/QUOTE]

hey let me ask you, for video games like this which are 3D, is the programing itself a 3D space with coordinates? im sorry if i wasnt clear. for example, in programming, if my character is in x: 3.45443, y: 5.4333235, z: 7.89753, and i move the joystick forward, does he move to x: 5.45443 (3.45443+2), y: 5.4333235, z: 7.89753

i hope that explained my question better. reason i ask is because if this is the method used, it really shouldnt be to hard to determine projectile trajectory, speed, damage, slope etc. only problem would be the “random” bullet spread.

Again, im just trying to understand video game programing.


(Apples) #364

My point is that you dont even need a proper “trajectory” per se, I’m at work now so cant explain in detail but will try to come up with something tonight :wink:

[QUOTE=Shinigami;348109]hey let me ask you, for video games like this which are 3D, is the programing itself a 3D space with coordinates? im sorry if i wasnt clear. for example, in programming, if my character is in x: 3.45443, y: 5.4333235, z: 7.89753, and i move the joystick forward, does he move to x: 5.45443 (3.45443+2), y: 5.4333235, z: 7.89753

i hope that explained my question better. reason i ask is because if this is the method used, it really shouldnt be to hard to determine projectile trajectory, speed, damage, slope etc. only problem would be the “random” bullet spread.

Again, im just trying to understand video game programing.[/QUOTE]

This I wont know, I work in statistical modeling, not in videogames coding, but the coders out there will answer you fo sho.

Peace


(Shinigami) #365

[QUOTE=Apples;348143]
This I wont know, I work in statistical modeling, not in videogames coding, but the coders out there will answer you fo sho.

Peace[/QUOTE]

well…any coders out there, maybe even one of the game developers…an explanation would be really appreciated :smiley: