Tremulous Forum
General => Feedback => Topic started by: googles on January 02, 2009, 04:16:20 am
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When something rotates it has a static tangential speed...why?
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uhm, becausse the engine is old and would require loads of recode?
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What do you expect? ID had to work with shit and screwdrivers when they were making the engine, and besides, the engine was multiplayer focused so the speed of the machine was important when its connected over a network.
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Feel free to try to strip it out, though.
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Errm.. you might help answer your question by being more specific.
Is this something your avatar? Are you holding the forward key? Do you mean without jumping? Do you mean with circle-jumping/strafing? Do you mean rotation of viewpoint or motion? Tangential to what exactly?
Are you asking why only holding the forward key and moving the mouse left/right at varying speeds results in the same 'forward' speed? Are you expecting the forward speed to reduce when making turns? If so then realise that it only requires extra effort on the behalf of the creature to maintain thier speed when running around.
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I think he means at the very minimum that to be slightly more realistic there should be some acceleration, both linear and rotational. We sort of have "inertia" but only for linear deceleration, nothing else. This wouldn't be too terrible to code, actually... although I'll bet the client-side prediction would make it look and/or feel stupid without an accompanying client patch. Or you could make it entirely client-sided but that would be limiting yourself and nobody else, and would actually probably be more annoying to alter your yaw/pitch/run speed as you +left/+right/+forward, etc. when you actually think about the code it'd require.
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Players in video games don't use realistic physics, these are only used on objects the player can interact with. The reason is simple: players aren't inanimated objects, but animals, and animals have legs which are continuously used to counteract the physic pushes the animal receives. Using "correct" physics on an player simply produces a wrong feeling. The only times when the player can make use of true physics are a/When it's dead or b/When it's being pushed so hard that is sent to fly by an external force so he has no control. And even on case b, physics are still not real, cause the player must keep it's visual reference, so it's kept with his head up, something that wouldn't happen with correct physics. This applies the same to old idTech3 as to any modern game using the fanciest physics engine. Players are always a exception.
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You could move your head and torso separatedly in real life too =D