From: <x51...@fe...> - 2001-04-20 17:49:34
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> >No, because it mantain the problem as we are creating a new object at > the > >other > >side of the portal, that will reproduce the action there. > > I'm not sure I understand this. Isn't it the whole point to reproduce an > action on the other side of the portal? Not exactly. We need to make the other side to percieve the effects of the actions performed at this side of the portal. > I think I get it now. Were you planning to have an object's side of the > portal manage all of that objects effects? My idea then would be to have the > other side of the portal handle the effects on its side. I think this would > be a bit easier. For example: I cast fireball inside of the house, that is 4x4 meters. The fireball range is 30 meters of radius ( example only ), so my stupid ( means very simple ) solution is to notify all the objects inside the range of the fireball about the action, and obviously apply effect to them, this mean ALL objects, inside and outside of the building. As you should realisice this solution is not correct. ( And I don't think it would be fast enough ). X-D A worse problem has just appeared. SEE! .................... ..OOOOO......OOOOO.. ..OO1OO......OO2OO.. ..OOOOO......OOOOO.. ..OOOOO......OOOOO.. .................... The dot is the street and the O are the buildings ( that are a different map, that is accessed through a portal ). So imagine that I am inside of building 1 and that I cast fireball with the same range and sizes than above, so the stupid solution will make all the objects in the outside area to be included, but we are missing objects inside Building 2, that are also in the range of the fireball and so that should be also affected. But if we are brave and we add a recursive portal exploration to thing, the time needed to compute the area of effect will be so big that it is not going to be useful. ( Now I start to understand why Baldur's Gate didn't have this ON ). > BTW One more scenario to worry about: collision detection when an object > physically intersects a portal. Would u mind to explain it? k, I guess. You want to mean that Object is at both side of the portal, isn't it? It can't happens. > >not all actions should be channeled in that way, as Fireball on a > >stone house is not the same that in a wood house. > > That's because you're having the portal pull double-duty as a wall and as a > portal. Just sandwich a regular portal between two walls to accomplish this. > All three could be placed in the exact same spot as long as collision > detection came before portal detection. Sound good. Anyway in my idea, portals are only an object ( that physically exist ) that process USE actions and make the actor to be moved to the other side of the portal. To manage the channeling, I have though that if there is an Portal object on the range of the action, it should then be checked all the objects avaliable at the other side of the portal. Miguel Angel Blanch Lardin -- http://www.arianne.cx -- Arianne -- The free open source massively multiplayer online role playing game nuclear cia fbi spy password code encrypt president bomb iran irak korea cuba Ala yihad mosad kgb free freedom human rights yugoslavia kosovo ebola dna -- Echelon must die -- |