PlaneShift

Gameplay => Wish list => Topic started by: kyp14 on July 22, 2003, 03:30:36 am

Title: Collision Dectection, Dynamic Shadows, Bumpmapping
Post by: kyp14 on July 22, 2003, 03:30:36 am
One thing I want to see in PS is collison Dectection this would allow for raindrops to splash when they hit the ground and when you having a converstation with somone, no one decides he wants to talk to the NPC as well and seeing your in the way having your conversatino walks straight through instead of just walking around to the other side

I know this would lead to stupid people standing in door ways and not letting people in places but this could be easily fixed by having a push command where the offending player would be pushed over and you can just walk straight over him

The other thing I would like to see is Dynamic Shadows and Bumpmapping I not sure if its out yet but the new Crystal Space renderer supports this and it looks damn nice and it would make PS be on par with the very latest of next generation games
(http://crystal.sourceforge.net/drupal/scrshots/ppl_barrels2.jpg)
(http://crystal.sourceforge.net/drupal/scrshots/bumps.jpg)
some screenshots from the crystal Space website
http://crystal.sourceforge.net/
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Post by: Drilixer on July 22, 2003, 04:05:59 am
hey awesome! can we put bumps on our character\'s head?
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Post by: Vengeance on July 22, 2003, 04:08:07 am
This is certainly in the plan, hopefully for CB but definitely for the release after.
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Post by: Drilixer on July 22, 2003, 04:14:43 am
ok so I\'m starting to get this now - the game\'s engine is being develloped by another open source community and our PS devs are incorporating what they create into their game model while they work on PS - or are they participating both ways?
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Post by: Vengeance on July 22, 2003, 04:17:45 am
Ding!Ding!Ding!Ding!

You\'re our lucky winner!

This is exactly how it works.  Sometimes the PS devs work on CS directly, but we try to avoid it.

- Venge
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Post by: Drilixer on July 22, 2003, 04:25:07 am
hehe, why try to avoid it? not as fun as PS?

From the look of the CS screenshots gallery they seem rather excited at the prospects for Planeshift
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Post by: kyp14 on July 22, 2003, 05:24:06 am
wow PS is really going to be one sexy beast :D  and I heard one player say when I was online

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This games graphics suck they\'llnever sell this game

what a foolish man or boy or woman girl or whoever it is.
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Post by: Drilixer on July 22, 2003, 05:52:38 am
hehe, we better never SELL this game

newbs... gotta love \'em
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Post by: kyp14 on July 24, 2003, 12:31:39 pm
aye, true where would a MMORPG without overly stupid newbs it just wouldn\'t be right with out them :D
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Post by: Drilixer on July 25, 2003, 04:05:56 am
what would the Links of the world do?  Have you ever thought about this - could Link survive without Noobs to laugh at?  to what extent does Link NEED the newbies to keep himself going?
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Post by: Wedge on July 25, 2003, 10:10:52 pm
Yes and of course when you implement all of this it will be able to be toggled in the graphic options.  He he he, I fear graphics too good, coz\' I know I won\'t be able to handle them <).  

Of course as soon as I have a good video card I\'m sure I\'ll be all for Fresnel Pixel-Shaded Reflective Dynamic Water Systems and such in the game.  And yes, I have no idea if what I just said makes any sense; probably not.
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Post by: kyp14 on July 27, 2003, 12:54:25 pm
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what would the Links of the world do? Have you ever thought about this - could Link survive without Noobs to laugh at? to what extent does Link NEED the newbies to keep himself going?


who knows who knows  its one of those questions you can\'t answer
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I\'ll be all for Fresnel Pixel-Shaded Reflective Dynamic Water Systems and such in the game. And yes, I have no idea if what I just said makes any sense; probably not.


well it sounds damn technical so i\'m all for it
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Post by: Havena on July 27, 2003, 06:13:19 pm
Collision detection will need to be applied in some places but not others.

For raindrops to strike players/surfaces - sure.

Player to player collision detection is big nono for MMORPGs though. Try \"/push\"ing your way through 40 people standing around in an alleyway trying to auction-off rubbishy items to each other.

Being pushed flat on your face would become a frequent phenomenon as you stop for a moment in a door or hall. People would have to do it because stopping and saying \"excuse me kind kran, please step aside\" would just get plain inefficient  :D
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Post by: Drilixer on July 27, 2003, 06:32:57 pm
no I *humbly* disagree -we need collision detection for players.  I dont like walking through other characters.  And walking through monsters during battles is just as annoying.
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Post by: Niber on July 27, 2003, 11:40:01 pm
Hey Kyp!
Crystal Space doesn\'t support Bump-mapping yet, That screen is from NR (New renderer) and will be out next year.

MB uses OR (Old renderer) yet but hopefully NR to CB. Aldo I doubt the timeline will hold since NR comes out when CB is planed for relese and it will take time to change renderer (well not exactly change but it will be a big step).
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Post by: Abemore on July 27, 2003, 11:44:41 pm
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Originally posted by Drilixer
no I *humbly* disagree -we need collision detection for players.  I dont like walking through other characters.  And walking through monsters during battles is just as annoying.
I agree.
Wolves and such should be able to realistically tackle you.
Oh, and not to mention... 50 gnolls should not be able to occupy the same space at the same time as it is in that joke of game, everquest.

Also, If there were a bunch of players packed in an area, I should be able to [just by moving forward] shove my way through the entire group in no time at all.
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Post by: Wedge on July 28, 2003, 05:53:59 am
Collide with enemies, yes of course.  Players no though, or if you are immobile you can get moved out of the way very easy.  I mean otherwise people could set up a wall to block someone from getting somewhere... he he he, that would be pretty cool actually.  But with the potential for lag and stuff, it really isn\'t a good idea, that is gonna use up a lot more resources I\'d think to do player to player collision with any sort of realism.  It just not enought to make it worth it, like this stupid NPC system they are so insistent on.
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Post by: Havena on July 28, 2003, 06:27:49 am
Aye, I agree collision detection between combatants is a good idea. You want to be able to press hard-up against you enemy and slash them with a knife, without risk of lunging straight through them and waving your weapon in thin air. Also 50 [insert monsters here] should occupy space, block your way, and not be able to all stand in one spot together.

However I maintain that player to player collision detection in towns etc. is not practical. You want to be able to move freely around the city without a crowd in a silly place getting in your way. Realistic \"jostling\" through a crowd would be impractical to implement and could be detrimental to the fun and freedom of the game.
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Post by: Abemore on July 28, 2003, 06:45:47 am
Explain the impracticality of \"jostling\" through a crowd.
I do see your point.  Crowds can be a nuisance.  But allowing 50 players to occupy the same space is simply poor game design, whatever the intentions.

The only acceptable solution is to allow walking/running through crowds with other players glancing off your shoulders.  This will also allow a wonderful way for people to annoy each other.
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Post by: lostprophet on July 28, 2003, 01:38:54 pm
If a player is immobile they should be easily pushed out of the way, but if they are moving they shouldn\'t, so if someone goes off to make a cuppa they don\'t block up a doorway.

About the rain, the super-cool rain effect in metal gear solid 2 was done by having two models for all the buildings and characters, a rain one and a dry one. Rather than waste processing power by calculating the collision detection of the thousands of raindrops, simply make a different model that would appear as if rain was bouncing off it. When it started raining, the game would use this model set instead.
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Post by: Havena on July 28, 2003, 03:46:11 pm
That\'s a great optimisation concept for rain contact :)


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Originally posted by Abemore
Explain the impracticality of \"jostling\" through a crowd.


I see two possibilties of \'jostling\'. One where the players would be momentarily displaced or \'bumped\' by passing players, and the second where your char is actually moved out of the way by a character walking through them.

It would take a lot of extra bandwidth and code optimisation to implement these with all the extra data it would involve.

The \'moved out of the way\' possibility also has the added danger of griefing via players being knocked of ledges/walkways and having to walk all the way back up again, or even dieing when/if fall-damage is implemented.
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Post by: elminster on July 28, 2003, 04:25:07 pm
Well, one of the developers of the new renderer said, that it will be ready in June, 2003. Well, according to this, don\'t expect it to be out in the next few months.
The greater problem is, that there are many other open-source LGPL 3D engines out there, which already support a lot of neat features, like vertex and fragment programs, environment mapping, realtime shadows, etc. They already support these for at least half a year, so Crystal Space is a bit slow here. Some of these engines are neoengine, tenebrae, sylphis3d, ogre (no shadows for this one though). They are all cross-platform too BTW. I just hope CS devs won\'t make the release date of the \"new renderer\" too late, as then it might come out titled as another \"old renderer\".

--
Greetings,
E.
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Post by: Abemore on July 29, 2003, 09:21:38 am
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Originally posted by Havena
I see two possibilties of \'jostling\'. One where the players would be momentarily displaced or \'bumped\' by passing players, and the second where your char is actually moved out of the way by a character walking through them.
ok, lets do the first one.  So they will be momentarily displaced then return to their original position.  So no griefing by pushing off ledges.
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It would take a lot of extra bandwidth and code optimisation to implement these with all the extra data it would involve.
are you on crack?  you are, aren\'t you?  ya crazy crackhead. :)

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elminster, those other engines don\'t seem to have a lot of game developers using them.  CrystalSpace has a huge list.  This must say something about the quality.  (p.s. I like OGRE\'s design philosophy)
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Post by: sashok on July 29, 2003, 09:43:47 am
I like the idea of colission of players, monsters, but I dont like the pushing idea.

lets say you are standing on a cliff, or bridge, or doing something important like a quest and somebody runs through you and you bounch to a side, falling off and dying.  that don\'t sound like fun.
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Post by: kyp14 on July 31, 2003, 02:18:35 pm
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I like the idea of colission of players, monsters, but I dont like the pushing idea.lets say you are standing on a cliff, or bridge, or doing something important like a quest and somebody runs through you and you bounch to a side, falling off and dying. that don\'t sound like fun.


well you would design it so according to where you are differrnet things would happen

A crowed alleyway your player would push through the crowd with his hands and other characters in the way automatically step out of the way and then step back as you walk past

somone in a door way would have an animation where the player trying to get through   pulls them out of the way  your player walks through and then they step back to where they were

If your near say a cliff or dangerous area eg lava pits  the player your trying to get past will simply step out of the way your player walks through and then they step back

The push command doesn\'t need to be literally a push
Title: shadows...
Post by: Terro on July 31, 2003, 04:44:43 pm
i have to say this about the shadows... get rid of them!!! if there is anything that works your card more its shadows since they basicaly come from everything... or maybe there should be an option to turn them off :)
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Post by: Wedge on August 01, 2003, 12:29:24 am
How bout\' let\'s just run the whole game using the ASCII renderer and call it done!
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Post by: Drilixer on August 02, 2003, 12:07:13 am
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Originally posted by Terro
i have to say this about the shadows... get rid of them!!! if there is anything that works your card more its shadows since they basicaly come from everything... or maybe there should be an option to turn them off :)


they should certainly be in the game with the ability to turn them off - of course shadows arnt the only thing which are fun but should be able to be turned off - rain and snow are two great examples of graphics that are fun at first but if the player\'s computer isn\'t up to par should be possible to be turned off
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Post by: Nazeroth on August 02, 2003, 10:50:36 am
lol my god, just imagine running through a crowd, ppl would get hit aside or step aside and then the person who got hit aside would make the person behind him get hit aside or step aside then the person who just got hit aside would make the next person behind him jump out of his way or get hit aside, then ud have the people who now have to step aside or get hit aside to aviod that person, and before u know it there will be one huge dominos effect coming out like a wave in the crowd lol. Now times that by 20 because other ppl would be doing the same thing as u, trying to get out. Man out THAT would be something to see. anyway the point to this little story if u didnt get it already is that pushing would be a bad idea, altho to make it realistic u could always have say u walk into someone and they\'ll just move there shoulder automaticly or they\'ll get hit and just get shuved side ways, not actuly moving tho, then again ud have ppl\'s charactors have spastic attcks coz there would be like 20 ppl around them in a crowd lol. All in all, player collision is a no no.

P.S. maybe some time in the future when collision in computer games r a bit more smarter it\'ll happen tho.
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Post by: kyp14 on August 02, 2003, 01:17:57 pm
well as far as I knew if you pushed somone in a large corwd there would be a domino effect but yeh your  right unless PS has a physics engine like Half Life 2 it wouldn\'t look that great

as for the shadows they should defintelly be in there you should just be able to turn them oof
same with bumpmapping and vertex and pixel shading
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Post by: Nazeroth on August 02, 2003, 01:43:27 pm
u dont need half-life 2 phyics to have one big wave of jumping and fallback animations going on do u hehe, anyway the point is, its pointless to have collision detection on players.
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Post by: Drilixer on August 02, 2003, 03:34:20 pm
well thenn why have a push command?  If levels are properly designed in a nonlinear fashionn there wont be any problem with pc collision detection and I have faith that our devsare capable of creating proper levels.
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Post by: Abemore on August 03, 2003, 02:30:56 am
just out of curiosity, how do other 3D MMO games deal with player-to-player collision detection?
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Post by: Drilixer on August 03, 2003, 02:32:29 am
I don\'t remember because it\'s been so long but i think you can walk through people in EQ... but I hate that game so...
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Post by: Nazeroth on August 03, 2003, 03:50:59 am
yep u can just walk through ppl, which i might add is a good thing since i can recall running through alot of people in main areas of the citys, it would be hell trying to weave my through the crowds
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Post by: kyp14 on August 03, 2003, 12:47:42 pm
I do hate walking through people it ruins the atmosphere eg you enter the world the grass is flowing everyone and everything has acurate shadows the water reflects you acuratley biuldings look great in the sunset everything looks real :]  ..........and then somone runs through you :(    

If they could put it in, in away where you could jostle through a crowd proply that would be great if they can\'t oh well I can live with it
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Post by: Drilixer on August 03, 2003, 05:05:35 pm
I don\'t think the crowds will ever be as serious a problem as you guys think - as long as cities are designed with ample space to walk around etc etc we should be fine
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Post by: zaphar on August 03, 2003, 06:14:36 pm
Don\'t be so sure all it takes is one annoying person blocking the entrance to a building. Say the one place where the guy you need to talk to about a quest is.

you either need noclip for the characters or you need some way to move them out of the way. Because someone WILL try to block access sometime if its possible to. People do stuff like that you just gotta plan on it.
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Post by: Drilixer on August 03, 2003, 07:39:53 pm
*grumble*  I like collision detection and that\'s that! I still dont think crowding will be a huge problem, a limited bump command could be created to move individuals - but the domino effect in crowds would have to be fixed
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Post by: kyp14 on August 14, 2003, 01:05:00 pm
well we will see what happens won\'t we just wait watch and pray/wish/whatever you do
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Post by: Drilixer on August 14, 2003, 10:41:17 pm
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Originally posted by kyp14
well we will see what happens won\'t we just wait watch and pray/wish/whatever you do


complain :D
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Post by: kyp14 on August 17, 2003, 12:07:55 pm
errrrrrr ummmmmmm  ahhhhh errrrrr ....................  I guess we could do that too :p