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questions about realtrace and super interpolation


Vruki Salet

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I ported realtrace into OJP-Basic, and was wondering a couple things. The first is that I used an old version of realtrace, the earliest I could find in the CVS. The reason is that I wanted to get it from a simpler, less modified version of w_saber.c than there is today. Is that version of realtrace significantly different that the one uesd now? Are there any important realtrace bugs that have been fixed since then? ("Then" being 2/4/2004.)

 

Also, how important is super interpolation (d_saberinterpolate.integer == 2)? How good is it? Is it a great improvement over the old or just a tweak that helps a little in some situations? Is it extra good/important to have it operative along with realtrace?

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RealTrace had some major modifications after the first revision. I can't really say what they are but they were numberious. Fortunately, the lastest version should be pretty easy to port. For the most part, you just have to grab the code for G_RealTrace (and associated functions), the saber impact function changes (I can't remember the function name), and the changes in the ghoul2 trace function (can't remember that name either). After that, just drop the G_RealTrace call into the checksaberdamage instead of the original code. Compare to the Enhanced code to see how I did it.

 

As for super interpolation, it fires the saber hit detection as a series of traces between the blade's old position and it's new position. In theory it should improve hit detection and allow the system to return accurate impact surface plane information. However, I haven't really revised that code in a while, and it is more CPU intensive than the other interplotation options, so it might not matter in Basic.

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