2 ms·
How would you ever find yourself on the same plane as the other players? Or even on any plane that they had ever been on? If the trails are infinitely thin line
by extension 16y ago
How would you ever find yourself on the same plane as the other players? Or even on any plane that they had ever been on? If the trails are infinitely thin lines arbitrarily positioned in 3D space then it's effectively impossible to hit them.
You could quantize them on some or all of the axes but I would find that less elegant than keeping the game in continuous space and making the trails planar somehow.
- zemanel 16y agono, because everyone's moving in x,y,x integer coordinates limited to the cube's dimension, max x,y,x = 1000 for example, and the server records the coordinates you'be moving along (0,0,1), (1,0,0), (2,0,0). when you move into a coordinate someone (or you) has been, its a collision. although you move 1 point at a time, the line thickness in the Ui may be more than 1 pixel, it's just on the UI level. you start on the usual plain: y | | *--> | z-------x y is the vertical coordinate and x is the horizontal. that's the plane your're seeing on your game client. if you're moving right along the x line, you're increasing the x coordinate (x,y, z) while the others are constant if you press 'D' or 'right', you "turn" the view on the y axis, and then the plane you're on becomes: y | | *--> | x-----z now, y is the (same) vertical but the horizontal has become z, you keep moving right but x value has fixed and now z is increasing. if you press up, you start increasing y, but x, and z are still fixed (since you havent moved on their axis) the server records the x,y,x coordinates you been through (for everyone) and when someone moves into a recorded coordinate, game over man.