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Dungeons And Dragons Online: DDO News: More on Collision Detection

| 17 Mar 2005 20:34

Jason Booth steps in in a typically informative post to discuss a bit more about the collision detection we heard about earlier in the week. It appears player to player collision isn't going to be, but monster to player is. Here's a bit of explanation:

Thus, if you turn on player to player collisions, you get errors in syncronization of time in when they collide; each view of the world see's the collision at slightly different times, and slightly different places. When those differences are rectified, someone, or both parties, are forced to a new location. This is highly annoying to experience, expecially if you're, say, hanging from a ledge above a pit of fire.

Monsters don't have this problem because they only exist on one time line; the server's view.

An interesting look at the game dynamics of collision for sure. Read his entire post here.

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