[crossfire] crossfire 2.0, smooth movement, thoughts.
Mark Wedel
mwedel at sonic.net
Sat Feb 4 03:13:54 CST 2006
In various 2.0 discussions, the idea of smooth movement has been brought up.
Thinking about that, I wonder if it is better to aim for 3.0 for that.
redoing it for smooth movement requires IMO a lot of code changes, and if we
shoot for that in 2.0, I think 2.0 will be a long ways off.
I think it also needs to be worked out a lot more. I have some thoughts on
how to do it, but it needs to be worked out a lot more.
For example, I was originally thinking that it could only pertain to players
and perhaps monsters. But that doesn't work really wall - arrows should also
move smoothly, and you should be able to roll boulders smoothly, or else it
looks really weird.
Underlying, I was thinking the idea of mapspace remains the same - at some
level, you need some method to get to objects nearby. And splitting all the
spaces into smaller spaces may not help - if you have to examine 200 spaces that
the player is near for objects, that probably isn't an improvement.
So my general though would be each object would have an offset within the
space - presuming we want to match pixel offsets to position, it would be that
each object would have an x and y offset for -15 to +15 - if the offset is more
than that (say 16), it would move to the next space at a -15 offset.
But what this does mean is that in many cases, you need to look at 4 spaces
for objects/monsters (for example, if the player is at 15,15 offset, then
objects on the neighboring space might be close enough to pick up). Likewise,
movement for players get complicated.
But the question also about how fine to reduce movement comes in. If we come
into refining things to single pixel movement, we are talking about a 250 FPS
redraw rate for the client, or about 4 ms to redraw the image. I don't think
any of the clients on current hardware are capable at that rate (ignoring
graphic performance, have to take into account the other things the client does).
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