Hit Detection method
leokolln
Join Date: 2009-03-17 Member: 66781Members
Join Date: 2009-03-17 Member: 66781Members
Comments
Ex: Sometimes you shoot the head, but the hit is detected on the arm or other place.
Read this to the end and you will understand what i'm talking about: <a href="http://www.economy-point.org/h/hit-box.html" target="_blank">http://www.economy-point.org/h/hit-box.html</a>
Doesn't sound like a good idea for a game that is designed for 12+ players.
As for the issue itself, I don't think it will pose much of a problem anymore since the hitcode of ns1 was based on half life, which wasnt very good indeed. Many a peep argued and I think UWE listened to them and made the detection superior.
If not... bad luck. For them.
You could call a game of ns a small number of player when you compare it to what you got in wow.
I am a bit confused here why the hitbox != the model? is it because the hit box is where the player really is the the model is what we see predicted? That would mean to fix that, you need less latency, or more traffic. The second being everyone has to send more data upstream, with where they are and where the opponents where predicted? That would raise server load, without adding much to standard low latency round, but would greatly improve high latency high bandwidth games.
Increasing the system requirements to use a system that is only good for people playing out of country might not be worth it, you want to balance the hit code based on the normal game, not the worst game.
If I've understood it correctly, the model is drawn on the client side. It's position is the result of a lot of prediction and interpolating done on your computer only. Meanwhile the hitbox location is calculated by the server and it doesn't update as smoothly as the model location does.
There are probably more reasons for it, but that explains most of the hitreg issues.
<!--quoteo(post=1715829:date=Jul 5 2009, 05:41 PM:name=RobB)--><div class='quotetop'>QUOTE (RobB @ Jul 5 2009, 05:41 PM) <a href="index.php?act=findpost&pid=1715829"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->As for the issue itself, I don't think it will pose much of a problem anymore since the hitcode of ns1 was based on half life, which wasnt very good indeed. Many a peep argued and I think UWE listened to them and made the detection superior.
If not... bad luck. For them.<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm not sure. The netcodes haven't developed as much as the rest of the games. At least Sherpa has often said that ID has been the only developer able to provide excellent netcode to their games and from my experience even Quake Live has got some features I don't like. Nevertheless, I'm sure UWE recognizes the problem and tries to overcome it. The results remain to be seen.
Don't be stupid. The article is talking about Doom 3, which supports a maximum of 4 players by default. WOW isn't even in the same ###### genre, and it most certainly does not use hit detection based on the model. I'm also pretty sure Doom 3 isn't as fast paced as NS2 will be.
All this will do is make the "hitbox" conform more closely to the model, which is great if you're shooting at stationary targets and probably not that useful in a real gaming situation, since most of bad hitreg results from a mismatch between what the client and server sees. In fact, the additional strain on the server might even reduce the accuracy, as the server will be calculating and sending out less updates to clients.
*facepalm*
WoW has no hit recognition. Attacks are announced to the server as "x attacks y with z at range w", and that's all to it.
all the fancy colorfull stuff is made up on the client.
Every time someone fires a bullet, the engine has to check what it hit and boxes are easier to detect than a full mesh, whether the engine goes back over and retraces the bullet with the more accurate mesh, I don't know.
PS. If you really wanted to know, its probably in the HL SDK at <a href="http://metamod.sourceforge.net/files/sdk/" target="_blank">http://metamod.sourceforge.net/files/sdk/</a>
Blowing the limbs off khara, or gibbing in any form, would be great.
Xeno-bomb gibbing marines would be the shiznit
EDIT - I'm not going as far as saying the player should be able to lose limbs and still keep playing.... I'm just talking about the DEAD player's model showing signs of damage in the way of disconnected body parts.... ALA "Aliens", and "Stormship Troopers". And Gibbing ALA "DOOM" or to a lesser extent "Quake" for marines. "Why would you want that?" I hear you ask. The answer is simple.... Visceral atmosphere! More like playing in a movie and less like a carnival booth.