View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0013128 | The Last Federation | Bug - Gameplay | Feb 10, 2014 2:04 am | Feb 10, 2014 9:01 am | |
Reporter | waylon531 | Assigned To | keith.lamothe | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.601 | ||||
Fixed in Version | 0.700 (First Version With Main Game) | ||||
Summary | 0013128: Shots can pass through objects with time acceleration | ||||
Description | Shots can pass through asteroids when you have sped up time. I noticed this when I was sitting behind some asteroids trying to regen shields and a sniper turret kept hitting me through them. This only happened on 2X speed, but on fast-forward the shots were hitting the middle of the asteroid rather than the edge. | ||||
Tags | No tags attached. | ||||
Internal Weight | New | ||||
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This is a fairly common physics simulation problem with fast projectiles. The best solution is probably to decouple physics time from display time and keep the former static. That would probably have performance implications at higher display speeds, though. |
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Thanks! And yep, we knew about that as being the sort of thing that could be a problem thanks to Valley 2, but had not realized it was at a level it could happen here. * Time slowdown continues to work as it did before, but when you increase time past the default speed, it now works differently -- rather than using larger internal multipliers for all the various movement, trig, time-passage, and other such math, it now does an internal loop for approximately the number of extra times you wanted this to run. ** This is incredibly more CPU-intensive while you are running at a high speed, but it's really nothing that a semi-modern computer can't handle without incident. ** The benefit, however, is immense: before, certain aspects of "correctness" would get lost due to the coarser time intervals. Things would happen in an odd way in the solar map sometimes (mainly on the hyper-fast-forward that is possible to use in Ghost/Observer mode), and in battles (where things are more precise) you'd run into problems even with the regular Super Fast Forward. |
Date Modified | Username | Field | Change |
---|---|---|---|
Feb 10, 2014 2:04 am | waylon531 | New Issue | |
Feb 10, 2014 2:12 am | waylon531 | Description Updated | |
Feb 10, 2014 8:33 am | Chris_McElligottPark | Assigned To | => keith.lamothe |
Feb 10, 2014 8:33 am | Chris_McElligottPark | Status | new => assigned |
Feb 10, 2014 8:47 am | jerith | Note Added: 0034836 | |
Feb 10, 2014 9:01 am | Chris_McElligottPark | Internal Weight | => New |
Feb 10, 2014 9:01 am | Chris_McElligottPark | Note Added: 0034838 | |
Feb 10, 2014 9:01 am | Chris_McElligottPark | Status | assigned => resolved |
Feb 10, 2014 9:01 am | Chris_McElligottPark | Fixed in Version | => 0.700 (First Version With Main Game) |
Feb 10, 2014 9:01 am | Chris_McElligottPark | Resolution | open => fixed |