Hallo Jeffrey,
Du schriebst:
> r00t 3:16 wrote:
>>
>> But suppose you wanted it so players who shoot weapons had to
>> compensate for distance, aiming a little ahead of a running player
>> etc.
>>
>> Is the source engine able to do this?
> [...]
> The real issue is that things that move VERY fast through the world
> don't get their position updated often enough to follow the path of a
> true parabola. You get something like this (excuse the ASCII graphics)...
> Game Ticks (StartFrame) at the 'v's
> v v v v
> x----------x
> / \
> / \
> / \
> / \
> / \
> / \
> / \
> x x
Shouldn't that look more like this?
\ / \ /
x---------------x---------- \ /
/ \ / \ \--------x---
/ \ ------
------ \ /
---x-
/ \
I think the large steps which are emerging if the calculation is done
in real-time aren't such a serious problem in a game (it would be
serious if you are writing a software for simulation purposes,
indeed).
If you fire a bullet over a distance of 100 meters, it may lose 1
meter of height till it hits the target (Rubbish? I'm not an expert on
ballistics). The player wouldn't even notice that there are only a few
gradations.
Got what I'm trying to say? :-)
--
Gr��e,
Yarin <[EMAIL PROTECTED]>
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