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collision depends on frame rate
Posted: Thu Feb 22, 2007 7:25 pm
by Nowic
The collision should not depend on the frame rate.
Example:
Every time Amarok shows the name of the next track (with OSD), the number of frames gets very low and all NPCs fall through the floor. I looks funny but...
You can use it for cheating too. With a low frame rate (or a frame drop) you can walk through the balustrade and visit the lower floors of the space station.
Edit: ->>
https://dev.orxonox.net/ticket/204
Posted: Thu Feb 22, 2007 8:03 pm
by x3n
To fix this, the collision engine must recognize whether there was a collision between the two locations of the player in two frames or not, because as it is now, the collision engine just checks if the location is valid.
example:
Code: Select all
Frame 1:
....P....[ ].........
Frame 2:
high fps: .........[ P ]......... collision detected
low fps: .........[ ]....P.... no collision
Or let's just say:
+1 feature: tunneling effect

Posted: Thu Feb 22, 2007 8:30 pm
by beni
It's a feature again I see: It's the amarok tunneling effect. Very interesting!
Posted: Thu Feb 22, 2007 9:36 pm
by Nowic
Amarok tunneling effect! Great! *lol*
Posted: Fri Feb 23, 2007 9:42 am
by patrick
I created a ticket for this yesterday (the mainloop ticket)
https://dev.orxonox.net/ticket/204. Suggestions, ideas?
Posted: Fri Feb 23, 2007 5:56 pm
by claudio
I'm working on a solution as suggested by x3n. I think it's the fastest way to get rid of that 'feature'.
I like your ticket, Patrick.
However, after thinking a lot on the redesign of the main loop, I doubt, whether we should already implement it in the cleanup branch. If I worked on the reimplementation of the main loop, I'd probably rather create further bugs before anything became better.
Thus, couldn't the PPS assistants suggest this ticket as a PPS-Project?