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solid av's (Wishlist)
solid av's // WishlistfacterMay 7, 1998, 2:00am
I've been reseaching through the old AWTalk post, and found a really
good suggestion from phaoroh .. .. which I knwo ahs been talked about before. .. Solid av's so we cant walk through each other =) Fac. paul barrowMay 8, 1998, 5:22am
Oh sure, now you want some idiots to be able to harass people by blocking
their movements? Of course, there are a few nice looking female Av's I'd like to corner. Paul [View Quote] eep²May 8, 1998, 9:04am
[Shift], Paul, [Shift].
[View Quote] > Oh sure, now you want some idiots to be able to harass people by blocking > their movements? > Of course, there are a few nice looking female Av's I'd like to corner. princess tiaJun 7, 1998, 3:05pm
yes, i would like to see solid avs too now .. (and the ability to "shift"
through them if someone tries blocking us) , I suppose that with solid avs various games of some sort using a solid av feature plus "shift" off in a world could be created..., but how to make them solid? It's my understanding that high polycount objects become solid, but for now, we'd want to keep the avs lower in polycount... PT http://members.tripod.com/~princess_tia/zuzuavs/zuzuavs.html [View Quote] > I've been reseaching through the old AWTalk post, and found a really > good suggestion from phaoroh .. .. which I knwo ahs been talked about > before. .. > > Solid av's so we cant walk through each other =) > > Fac. marvinJun 12, 1998, 1:13am
Solid Avatars could only be implemented in one way. Only if the Avatar
is static (not in motion, not changing it's coords). Multiple moving Avatars with collision detect would make the lag from intense animation and image updates seem like light speed! The system resources needed to track the positions of two moving avatars as they intercept in real time is not here yet. If I was one of the avatars and you were the other, the location where we intercept would have to be the same on both our systems. I'm not sure any two systems ever have the exact same coords for the moving avatars at the same time. That's a question for Roland. This is not even taking into account at all the 3D surface of the avatars! I am assuming you mean any form of collision detection at all. Like an invisible "pole" vertically through the center of each avatar. The surfaces of the moving avatars could not be monitored in real time with our current hardware. BUT! I see no reason the browser could not check for an avatar that is "Parked" and not let a moving avatar pass through the parked one. The parked avatar could just appear as any other "*.RWX" object until it's coords begin changing again. Now... if you got that... What would we do with absolute GZ (0N 0W...) where all the avatars stack up on each other as people enter the worlds? I guess we could go back to the good old days when avatars fell out of the sky. Then they could just stack up head to toe into the heavens. That would work. Look sort of funny on popular worlds! Hehehehe Later zer0 scott d. millerJun 30, 1998, 8:56pm
[View Quote]
Hey, that might get people to actually move, rather than stand there
like some Indian goddess and look gross. ScottyDM -- Scott D. Miller General Manager & Principal Consultant Arête, Ltd. Please use the return e-mail address of: scottydm at codenet.net |