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Collision detection. (Sdk)
Collision detection. // Sdkedward sumerfieldOct 29, 1998, 9:58am
AW is already doing collision detection between bots and objects but it is not
between avatars or between avatars and building objects that are moving. I am thinking about a game of catch. Would the ball be an object or a small round avatar? Object that are being moved can not be seen. Do I have to build collusion detection into my ball? After all it will have to stop infront of avatars to simulate catching and bounce of objects. Gravity doesn't exist for bots. The movement of the ball would have to simulate this. Throwing would be a new gesture sequence but distance and strength of throw would be hard to implement. Your thoughts? Edward Sumerfield walter knupeOct 29, 1998, 5:56pm
As you pointed out, a moving object can't be seen. and a avatar is made for
"moving" :) but for collision detection, its implemented in the browser for avatars, not into the server or SDK for bots. or am i wrong at this point ? my bot daniel passes through everything without problems :) if you don't use the gesture for ball treatment, but the move instead, you could have distance and strengt.. if you run against your ball, it has much strength, it you just walk against it, it will run off more slow... which would mean you have to monitor the last few movements and time indices, as the browser does for interpolating the avatar paths, which, unfortunately means any network traffic jam would influence your ball response. just my 2 cents... Walter Edward Sumerfield schrieb in Nachricht <36385854.F7C34D1D at poboxes.com>... >AW is already doing collision detection between bots and objects but it is not >between avatars or between avatars and building objects that are moving. > >I am thinking about a game of catch. > >Would the ball be an object or a small round avatar? Object that are being >moved can not be seen. > >Do I have to build collusion detection into my ball? After all it will have to >stop infront of avatars to simulate catching and bounce of objects. > >Gravity doesn't exist for bots. The movement of the ball would have to >simulate this. > >Throwing would be a new gesture sequence but distance and strength of throw >would be hard to implement. > >Your thoughts? > >Edward Sumerfield > > edward sumerfieldOct 29, 1998, 11:02pm
[View Quote]
> As you pointed out, a moving object can't be seen. and a avatar is made for
> "moving" :) > > but for collision detection, its implemented in the browser for avatars, not > into the server or SDK for bots. or am i wrong at this point ? my bot daniel > passes through everything without problems :) I agree, you are right, but if my ball were an avatar it would have to do the checking on the server side to decide where to move next. You could say that its not the players that are moving the ball but the placement of the players that make the ball decide where to go. > if you don't use the gesture for ball treatment, but the move instead, you > could have distance and strengt.. > > if you run against your ball, it has much strength, it you just walk against > it, it will run off more slow... > > which would mean you have to monitor the last few movements and time > indices, as the browser does for interpolating the avatar paths, which, > unfortunately means any network traffic jam would influence your ball > response. I have been tracking the changing positions and experience problems because of all the debug tracing I have on. I will have to turn it all off to see what the real impact is. You are right though, maybe in a high traffic area the ball robot would not be able to keep up with all the avatars running around it. It might choose to bounce at odd times. > just my 2 cents... Worth a couple of marks at least. > Walter > > Edward Sumerfield schrieb in Nachricht <36385854.F7C34D1D at poboxes.com>... > not > to walter knupeOct 30, 1998, 3:25pm
Edward Sumerfield schrieb in Nachricht <36391029.9C628A93 at poboxes.com>...
[View Quote] The server side ? why that ? the bot program (which, from the client/server-point of view is the client side) would do all the checking. Walter edward sumerfieldOct 30, 1998, 4:49pm
Depends on your perspective. If you are interfacing to a world via a bot
program then you are working with a client of the active world server. However, if you are using the AW browser to interface to a robot running in the world then the representation of the robot is on the server side. Robot (client) -> World (Server) < - AW browser (client) If you, as the browser, enter a chat message "throw ball" then you are sending a message from the client to the world server that it could pass onto the robot program so the robot is in effect a server or your browser. The question came up the other day with regards building game stuff into a world server. I said that it is not appropriate in the world server but should be built into a separate game server. Now the players of the game, interfacing via the AW browser, would interact with activities in the world. Now assume you have an additional robot as part of the same game. It could socket connect directly to the game server or just "whisper" to the game server avatar as a form of transport layer between programs. Robot ---------- Ether would work though one is more efficient. | | v v Game server -> World <- Aw Browser All kinds of interesting architectures to play with. Edward Sumerfied. [View Quote] > Edward Sumerfield schrieb in Nachricht <36391029.9C628A93 at poboxes.com>... > not > daniel > the > that its > that > > The server side ? why that ? the bot program (which, from the > client/server-point of view is the client side) would do all the checking. > > Walter walter knupeOct 31, 1998, 4:20pm
Edward Sumerfield schrieb in Nachricht <363A0A29.B978C9D5 at poboxes.com>...
> > Robot (client) -> World (Server) < - AW browser (client) > >If you, as the browser, enter a chat message "throw ball" then you are sending >a message from the client to the world server that it could pass onto the robot >program so the robot is in effect a server or your browser. > Ah, i see.. you are right, that perspective put the bot into the server position :) its just that a bot as a ball is just another participant in the communication between different clients to the aw-server, and therefore i found it confusing. Walter jeanphiNov 1, 1998, 12:56am
Hi,
I would suggest that you do like me: I am programming another server, which is handling information that the server doesn't. Then for your collision detection, just keep the external server tracking positions ona virtual map, and that's it :) jeanphi |