Why is Sony the only one improving gameplay that is taxing on the console

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rpgs_shall_rule

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#51 rpgs_shall_rule
Member since 2006 • 1943 Posts

[QUOTE="rpgs_shall_rule"]Anyways, to put it into perspective, each of the possible 56k units on a battlefield is it's own entity, complete with AI, physics, etc. Let's see your beloved Infamous 2 and its what, 10 active enemies be able to match that.momentum_god
they don't have to all navigate a cluttered environment in seconds which staying out of each others way and attacking the target I just don't see anything rts pushing hardware except maybe the core AI (like those chess playing computers)

56000 vs 10... thousands of collision detections, hit detections, pathing, etc versus 10 pathing and targeting scripts... Obviously the 10 pathing scripts require are clearly more intensive right?

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momentum_god

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#52 momentum_god
Member since 2011 • 779 Posts
[QUOTE="momentum_god"]

I know 90% of you won't read past the title but I'll try to explain for the 10% that will, better hardware means more potential in gameplay and in graphics, now the wii is tapped out, 360 is debaitable and pc isn't even close, yet Sony on the ps3 are the only ones pushing the hardware advantages in gameplay, every round of exclusives is better gameplay wise then the last adding more and more elements, multiplat devs do improve the gameplay but not through means of pushing the hardware not lately just creative deceisions (for lack of a better term) and pc devs don't even make an effort, as for MS I doubt their devs would be capable regardless of their system was maxed out or not, I know people are shiny graphics focused but still it really sucks when people say that crysis is the most advanced game when it has such dated gameplay machinics technically speaking no matter how shiny it is I want better gameplay not shinier dirt

RecklessTortuga
Personally, I believe all developers have the potential to make some pretty decent games but, it's the Publisher executives to blame for games being rush and half done... This is precisely why we have patches and updates more than ever now because, most games aren't even the full intended game uppon release;

Of course they do, I just wish more bigger budget games would push gameplay rather then graphics
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mitu123

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#53 mitu123
Member since 2006 • 155290 Posts

[QUOTE="rpgs_shall_rule"]Anyways, to put it into perspective, each of the possible 56k units on a battlefield is it's own entity, complete with AI, physics, etc. Let's see your beloved Infamous 2 and its what, 10 active enemies be able to match that.momentum_god
they don't have to all navigate a cluttered environment in seconds which staying out of each others way and attacking the target I just don't see anythingrts pushing hardware except maybe the core AI (like those chess playing computers)

Yeah because advanced graphics and physics are what RTSs don't have right?

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momentum_god

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#54 momentum_god
Member since 2011 • 779 Posts

[QUOTE="momentum_god"][QUOTE="rpgs_shall_rule"]Anyways, to put it into perspective, each of the possible 56k units on a battlefield is it's own entity, complete with AI, physics, etc. Let's see your beloved Infamous 2 and its what, 10 active enemies be able to match that.rpgs_shall_rule

they don't have to all navigate a cluttered environment in seconds which staying out of each others way and attacking the target I just don't see anything rts pushing hardware except maybe the core AI (like those chess playing computers)

56000 vs 10... thousands of collision detections, hit detections, pathing, etc versus 10 pathing and targeting scripts... Obviously the 10 pathing scripts require are clearly more intensive right?

Theres no collision detection in rts...
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tempest91

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#55 tempest91
Member since 2003 • 2411 Posts

[QUOTE="mitu123"]

[QUOTE="momentum_god"]Not really I don't know maybe, either way it's not as taxing as an action game, the gameplay is too slow in rts, yeah I'm wrong it's real time but it's incredibly slow paced and the troops just do one or two things theres only one AImomentum_god

That's funny seeing how you can normally have more units on screen in an RTS than an action game along with bigger environments.

As for the AI part, they can do more than just fight on many games.

not really, like I said the gameplay is slow, and all the units and commands are preprogrammed very static design

the gameplay is "slow" because it's very taxing on the hardware to process all of the individual animations of the thousands of models onscreen at one time.

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mariokart64fan

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#56 mariokart64fan
Member since 2003 • 20828 Posts
lol @ wii being tapped out your joking right, LAST I SEE it had the best year for 4 of the 5 years its been out 08 being its worst , ,

i guess you call a console that is 1 yr away from being replaced tapped out well i got news for ya nintendo won this gen if that happens ,

they clearly won the handheld wars already , and are gonna win the 8th gen one as well , w 4 million -5 million 3dses sold ,

world wide

once the big hitters for 3ds come there will be no stopping for that train

just like they didnt stop the wii train until its time was up lol

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momentum_god

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#57 momentum_god
Member since 2011 • 779 Posts

[QUOTE="momentum_god"][QUOTE="rpgs_shall_rule"]Anyways, to put it into perspective, each of the possible 56k units on a battlefield is it's own entity, complete with AI, physics, etc. Let's see your beloved Infamous 2 and its what, 10 active enemies be able to match that.mitu123

they don't have to all navigate a cluttered environment in seconds which staying out of each others way and attacking the target I just don't see anythingrts pushing hardware except maybe the core AI (like those chess playing computers)

Yeah because advanced graphics and physics are what RTSs don't have right?

no because of the static design units do one or two types of attack, damaging taking is the same you get a dozen or so commands which have a very specific effect, dynasty warror games have thousands of enemies running at you and attacking, I'm not impressed with that either
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ActicEdge

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#58 ActicEdge
Member since 2008 • 24492 Posts

[QUOTE="rpgs_shall_rule"]

[QUOTE="momentum_god"] they don't have to all navigate a cluttered environment in seconds which staying out of each others way and attacking the target I just don't see anything rts pushing hardware except maybe the core AI (like those chess playing computers)momentum_god

56000 vs 10... thousands of collision detections, hit detections, pathing, etc versus 10 pathing and targeting scripts... Obviously the 10 pathing scripts require are clearly more intensive right?

Theres no collision detection in rts...

There is collision detection in pong. Do you even know what collision detection is?

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mitu123

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#59 mitu123
Member since 2006 • 155290 Posts

[QUOTE="mitu123"]

[QUOTE="momentum_god"]Not really I don't know maybe, either way it's not as taxing as an action game, the gameplay is too slow in rts, yeah I'm wrong it's real time but it's incredibly slow paced and the troops just do one or two things theres only one AImomentum_god

That's funny seeing how you can normally have more units on screen in an RTS than an action game along with bigger environments.

As for the AI part, they can do more than just fight on many games.

not really, like I said the gameplay is slow, and all the units and commands are preprogrammed very static design

RTSs are meant to be slow for micro managing to prepare for battle. Rushing is pretty much suicide unless you have a army prepared.

Yeah, because A.I. in action games aren't preprogrammed to go here, attack you on sight right? At least units can do more than attack.

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momentum_god

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#60 momentum_god
Member since 2011 • 779 Posts
lol @ wii being tapped out your joking right, LAST I SEE it had the best year for 4 of the 5 years its been out 08 being its worst , ,

i guess you call a console that is 1 yr away from being replaced tapped out well i got news for ya nintendo won this gen if that happens ,

they clearly won the handheld wars already , and are gonna win the 8th gen one as well , w 4 million -5 million 3dses sold ,

world wide

once the big hitters for 3ds come there will be no stopping for that train

just like they didnt stop the wii train until its time was up lol

mariokart64fan
wii was tapped out hardware pushing wise on launch almost, nintendo used dated technology, I'm not arguing some games got better, they did but it wasn't because of hardware pushing
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mitu123

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#61 mitu123
Member since 2006 • 155290 Posts

[QUOTE="rpgs_shall_rule"]

[QUOTE="momentum_god"] they don't have to all navigate a cluttered environment in seconds which staying out of each others way and attacking the target I just don't see anything rts pushing hardware except maybe the core AI (like those chess playing computers)momentum_god

56000 vs 10... thousands of collision detections, hit detections, pathing, etc versus 10 pathing and targeting scripts... Obviously the 10 pathing scripts require are clearly more intensive right?

Theres no collision detection in rts...

Explain how I can't get my units in StarCraft 2 past a wall.

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momentum_god

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#62 momentum_god
Member since 2011 • 779 Posts

[QUOTE="momentum_god"][QUOTE="mitu123"] That's funny seeing how you can normally have more units on screen in an RTS than an action game along with bigger environments.

As for the AI part, they can do more than just fight on many games.

mitu123

not really, like I said the gameplay is slow, and all the units and commands are preprogrammed very static design

RTSs are meant to be slow for micro managing to prepare for battle. Rushing is pretty much suicide unless you have a army prepared.

Yeah, because A.I. in action games aren't preprogrammed to go here, attack you on sight right? At least units can do more than attack.

they are but they have to navigate, located the enemy, attack, not hit each other or themselves, not get caught on a wall react to the player faster ect.
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mitu123

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#63 mitu123
Member since 2006 • 155290 Posts

[QUOTE="mitu123"]

[QUOTE="momentum_god"] they don't have to all navigate a cluttered environment in seconds which staying out of each others way and attacking the target I just don't see anythingrts pushing hardware except maybe the core AI (like those chess playing computers)momentum_god

Yeah because advanced graphics and physics are what RTSs don't have right?

no because of the static design units do one or two types of attack, damaging taking is the same you get a dozen or so commands which have a very specific effect, dynasty warror games have thousands of enemies running at you and attacking, I'm not impressed with that either

So does a.i. in action games, they normally charge you or attack you from a distance. You know there are varied units that do different sets of damage like in action games, and if you don't find tons of enemies on screen not impressive then wow, so does less than 5 impress you more than 100 with good a.i.?

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momentum_god

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#64 momentum_god
Member since 2011 • 779 Posts

Explain how I can't get my units in StarCraft 2 past a wall.mitu123
Because it's a wall, do your units crash into the wall or touch it? no, they are programed to be unable to move there, it's not collision detection

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tempest91

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#65 tempest91
Member since 2003 • 2411 Posts

[QUOTE="momentum_god"][QUOTE="rpgs_shall_rule"]

56000 vs 10... thousands of collision detections, hit detections, pathing, etc versus 10 pathing and targeting scripts... Obviously the 10 pathing scripts require are clearly more intensive right?

mitu123

Theres no collision detection in rts...

Explain how I can't get my units in StarCraft 2 past a wall.

Better yet, have him explain why gameplay that is taxing on the hardware is necessarily a good thing or even necessary in the first place. Some of the best gameplay this gen has been simplistic and a return to mechanics used in previous gens but merely tweaked or improved.

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Heil68

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#66 Heil68
Member since 2004 • 60812 Posts
Because MS went causal with Kinect and is trying to capitalize on Nintendo's success.
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mitu123

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#67 mitu123
Member since 2006 • 155290 Posts

[QUOTE="mitu123"]

[QUOTE="momentum_god"] not really, like I said the gameplay is slow, and all the units and commands are preprogrammed very static design momentum_god

RTSs are meant to be slow for micro managing to prepare for battle. Rushing is pretty much suicide unless you have a army prepared.

Yeah, because A.I. in action games aren't preprogrammed to go here, attack you on sight right? At least units can do more than attack.

they are but they have to navigate, located the enemy, attack, not hit each other or themselves, not get caught on a wall react to the player faster ect.

Same for RTSs. A.I. is A.I., no matter how you spin it.

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eboyishere

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#68 eboyishere
Member since 2011 • 12681 Posts
mainly because sony tries to 1 up all console tech each gen....MS is known for there software for a reason i am still lost with your OP
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Snugenz

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#69 Snugenz
Member since 2006 • 13388 Posts

[QUOTE="mitu123"]Explain how I can't get my units in StarCraft 2 past a wall.momentum_god

Because it's a wall, do your units crash into the wall or touch it? no, they are programed to be unable to move there, it's not collision detection

Thats exactly what collision detection is, they hit the wall, the wall stops them. If there was no collision detection they'd go right through the wall.

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mitu123

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#70 mitu123
Member since 2006 • 155290 Posts

[QUOTE="mitu123"]Explain how I can't get my units in StarCraft 2 past a wall.momentum_god

Because it's a wall, do your units crash into the wall or touch it? no, they are programed to be unable to move there, it's not collision detection

It's detecting a wall and colliding with it, in fact, can anyone honestly go through a wall? And your response can be the same for other games!!! Otherwise they would have more freedom.
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rpgs_shall_rule

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#71 rpgs_shall_rule
Member since 2006 • 1943 Posts
Semi-related to this thread, how many quotations are you allowed in your sig? Also, TC, what you think is not the truth. A little more reading and some more common sense would help.
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mitu123

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#72 mitu123
Member since 2006 • 155290 Posts

[QUOTE="momentum_god"]

[QUOTE="mitu123"]Explain how I can't get my units in StarCraft 2 past a wall.Snugenz

Because it's a wall, do your units crash into the wall or touch it? no, they are programed to be unable to move there, it's not collision detection

Thats exactly what collision detection is, they hit the wall, the wall stops them. If there was no collision detection they'd go right through the wall.

That would be awesome.:lol:

I program my games to prevent that though.:P

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momentum_god

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#73 momentum_god
Member since 2011 • 779 Posts

[QUOTE="momentum_god"][QUOTE="mitu123"] Yeah because advanced graphics and physics are what RTSs don't have right?

mitu123

no because of the static design units do one or two types of attack, damaging taking is the same you get a dozen or so commands which have a very specific effect, dynasty warror games have thousands of enemies running at you and attacking, I'm not impressed with that either

So does a.i. in action games, they normally charge you or attack you from a distance. You know there are varied units that do different sets of damage like in action games, and if you don't find tons of enemies on screen not impressive then wow, so does less than 5 impress you more than 100 with good a.i.?

It's all about how many options the units have have how well they implement them and how little they get caught up in the environment or hit each other and get in each others way ect., dynasty warriors the creatures get caught up all the time, real time games the enemies don't have much to do and don't have to react fast and don't have a real environment to work in it's just so limited it's not hard for a comp

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ActicEdge

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#74 ActicEdge
Member since 2008 • 24492 Posts

[QUOTE="mitu123"]Explain how I can't get my units in StarCraft 2 past a wall.momentum_god

Because it's a wall, do your units crash into the wall or touch it? no, they are programed to be unable to move there, it's not collision detection

Collision detectiontypically refers to the computational problem of detecting the intersection of two or more objects

The reason you can't go through the wall is because the game detects the intersection of 2 points and avoids letting you pass through. Collision response is what happens when you come in contact with an object.

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tempest91

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#75 tempest91
Member since 2003 • 2411 Posts

[QUOTE="mitu123"]

[QUOTE="momentum_god"] no because of the static design units do one or two types of attack, damaging taking is the same you get a dozen or so commands which have a very specific effect, dynasty warror games have thousands of enemies running at you and attacking, I'm not impressed with that eithermomentum_god

So does a.i. in action games, they normally charge you or attack you from a distance. You know there are varied units that do different sets of damage like in action games, and if you don't find tons of enemies on screen not impressive then wow, so does less than 5 impress you more than 100 with good a.i.?

It's all about how many options the units have have how well they implement them and how little they get caught up in the environment or hit each other and get in each others way ect., dynasty warriors the creatures get caught up all the time, real time games the enemies don't have much to do and don't have to react fast and don't have a real environment to work in it's just so limited it's not hard for a comp

have you ever ran a total war game maxed out on a PC with a weak or even average processor? It's quite clear that you haven't or that you're just purely here for the trolling.

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momentum_god

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#76 momentum_god
Member since 2011 • 779 Posts

[QUOTE="momentum_god"]

[QUOTE="mitu123"]Explain how I can't get my units in StarCraft 2 past a wall.Snugenz

Because it's a wall, do your units crash into the wall or touch it? no, they are programed to be unable to move there, it's not collision detection

Thats exactly what collision detection is, they hit the wall, the wall stops them. If there was no collision detection they'd go right through the wall.

No it's not, if you try and go off the game area you hit an invisible wall, which you can't cross that isn't collision detection it's just something you aren't programed to be able to move through, you don't actually hit it

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momentum_god

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#77 momentum_god
Member since 2011 • 779 Posts

[QUOTE="momentum_god"]

[QUOTE="mitu123"]Explain how I can't get my units in StarCraft 2 past a wall.ActicEdge

Because it's a wall, do your units crash into the wall or touch it? no, they are programed to be unable to move there, it's not collision detection

Collision detectiontypically refers to the computational problem of detecting the intersection of two or more objects

The reason you can't go through the wall is because the game detects the intersection of 2 points and avoids letting you pass through. Collision response is what happens when you come in contact with an object.

and with the wall in rtses you don't intersect you stop just before it, it's just terrain which is programed for you unable to pass

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demonic_85

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#78 demonic_85
Member since 2009 • 1395 Posts

I have to agree with the TC to an extent. There have been many unique games that do depend on hardware efficiency for certain gameplay elements. IMO in the last 1.5 years, the PS3 is the only console that is really being taken advantage of in this regard with certain games. If you watch some of the developer commentary clips in Uncharted 2, they explain how they utilitze the different cores of the CELL processor for physics, enemy AI, and the sheer number of detailed objects on screen at once. God of War is another great example. The only game that has really tried to do the same on the Xbox 360 was Halo Reach and I think Bungie actually pushed that engine a little beyond the Xbox 360's hardware because it has massive frame rate drops during heavy firefights. Overall I would say most developers have become complacent and choose not to fully take advantage fo a given platform's hardware. A lot of games for PC dont because they dont have the budget or their crappy console ports.

A lot of recent RTS games like Starcraft 2 and Shogun 2 are great examples of what can be done when developers put the effort into it. Regarding the original Crysis, yes it pushed boundaries and was amazing for its time. Sadly, I wish the same were true for its sequel. It's not just the graphics but everything seems to be taken down a notch or two. Enemies dont seem to be as intelligent and form counter attacks, the level designs seem more cramped with less freedom (and destruction).

This is yet another reason why new consoles are needed. Perhaps developers have ideas but current tech isnt powerful enough to turn their ideas into reality... or perhaps it would just be enough to enhance current ones.

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ActicEdge

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#79 ActicEdge
Member since 2008 • 24492 Posts

[QUOTE="Snugenz"]

[QUOTE="momentum_god"] Because it's a wall, do your units crash into the wall or touch it? no, they are programed to be unable to move there, it's not collision detection

momentum_god

Thats exactly what collision detection is, they hit the wall, the wall stops them. If there was no collision detection they'd go right through the wall.

No it's not, if you try and go off the game area you hit an invisible wall, which you can't cross that isn't collision detection it's just something you aren't programed to be able to move through, you don't actually hit it

No you are wrong. Collision Detection is detecting the intersection of 2 objects or lines. Essentially where 2 lines meet. Collision response is what is done after the detection is found and that could very well just be an invisible wall that prevents further movement.

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Snugenz

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#80 Snugenz
Member since 2006 • 13388 Posts

[QUOTE="Snugenz"]

[QUOTE="momentum_god"] Because it's a wall, do your units crash into the wall or touch it? no, they are programed to be unable to move there, it's not collision detection

momentum_god

Thats exactly what collision detection is, they hit the wall, the wall stops them. If there was no collision detection they'd go right through the wall.

No it's not, if you try and go off the game area you hit an invisible wall, which you can't cross that isn't collision detection it's just something you aren't programed to be able to move through, you don't actually hit it

You played Demon's souls right, well you know the gates in Boletaria (1-1), that you need to open before you can advance?. Yeah well you know they're not really solid right?. When you try and walk through them its collision detection stopping you from passing through.

Polygons arent actually solid, its a characteristic given to objects that make them solid, that characteristic is whether the PC will collide with the object and what happens when they do (collision detection and response as artic posted).

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mitu123

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#81 mitu123
Member since 2006 • 155290 Posts

[QUOTE="mitu123"]

[QUOTE="momentum_god"] no because of the static design units do one or two types of attack, damaging taking is the same you get a dozen or so commands which have a very specific effect, dynasty warror games have thousands of enemies running at you and attacking, I'm not impressed with that eithermomentum_god

So does a.i. in action games, they normally charge you or attack you from a distance. You know there are varied units that do different sets of damage like in action games, and if you don't find tons of enemies on screen not impressive then wow, so does less than 5 impress you more than 100 with good a.i.?

It's all about how many options the units have have how well they implement them and how little they get caught up in the environment or hit each other and get in each others way ect., dynasty warriors the creatures get caught up all the time, real time games the enemies don't have much to do and don't have to react fast and don't have a real environment to work in it's just so limited it's not hard for a comp

The reason DW is like that is because of programming errors of course. And more options the units have the more they can do which leads to complexity. Do you realize what you said is hard to do to maintain right? It is easy to screw up so that's why there are commands, do you want it even harder? So the environment is fake? The fact they can have so many units in one map while maintaining good tech is impressive. You do know RTSs are CPU extensive right?

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ActicEdge

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#82 ActicEdge
Member since 2008 • 24492 Posts

[QUOTE="ActicEdge"]

[QUOTE="momentum_god"] Because it's a wall, do your units crash into the wall or touch it? no, they are programed to be unable to move there, it's not collision detection

momentum_god

Collision detectiontypically refers to the computational problem of detecting the intersection of two or more objects

The reason you can't go through the wall is because the game detects the intersection of 2 points and avoids letting you pass through. Collision response is what happens when you come in contact with an object.

and with the wall in rtses you don't intersect you stop just before it, it's just terrain which is programed for you unable to pass

You intersect a point before the wall and the wall is a response to the collision detection specifically programmed to impede movement past the collision. How do you think the game knows that you aren't suspose to be able to go through the wall? It senses the avatar passing through the programmed line/object/barrier and a wall that impede progress is set up from there. that is collision detection and response. Every game has collision detection if it involves moving points.

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momentum_god

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#83 momentum_god
Member since 2011 • 779 Posts

[QUOTE="momentum_god"]

[QUOTE="ActicEdge"]

Collision detectiontypically refers to the computational problem of detecting the intersection of two or more objects

The reason you can't go through the wall is because the game detects the intersection of 2 points and avoids letting you pass through. Collision response is what happens when you come in contact with an object.

ActicEdge

and with the wall in rtses you don't intersect you stop just before it, it's just terrain which is programed for you unable to pass

You intersect a point before the wall and the wall is a response to the collision detection specifically programmed to impede movement past the collision. How do you think the game knows that you aren't suspose to be able to go through the wall? It senses the avatar passing through the programmed line/object/barrier and a wall that impede progress is set up from there. that is collision detection and response. Every game has collision detection if it involves moving points.

Fine but it's the raw basics that you find in a nes game, which I really don't consider real collision detection, it's not like you bump off the wall, or run into the wall and blow up or anything that isn't in a nes game, even those ones wouldn't be advanted, I can't think of a single way a better processor could improve a rts other then better core AI for more of a challenge

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#84 mitu123
Member since 2006 • 155290 Posts

[QUOTE="ActicEdge"]

[QUOTE="momentum_god"] and with the wall in rtses you don't intersect you stop just before it, it's just terrain which is programed for you unable to pass

momentum_god

You intersect a point before the wall and the wall is a response to the collision detection specifically programmed to impede movement past the collision. How do you think the game knows that you aren't suspose to be able to go through the wall? It senses the avatar passing through the programmed line/object/barrier and a wall that impede progress is set up from there. that is collision detection and response. Every game has collision detection if it involves moving points.

Fine but it's the raw basics that you find in a nes game, which I really don't consider real collision detection, it's not like you bump off the wall, or run into the wall and blow up or anything that isn't in a nes game, even those ones wouldn't be advanted, I can't think of a single way a better processor could improve a rts other then better core AI for more of a challenge

Why would you need to bump off an invisible wall that you can't go through? If anything bumping off an invisible wall looks odd. How many games allow you to bump off invisible walls? And the same can be said for any other game, better AI of course.

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#85 ActicEdge
Member since 2008 • 24492 Posts

[QUOTE="ActicEdge"]

[QUOTE="momentum_god"] and with the wall in rtses you don't intersect you stop just before it, it's just terrain which is programed for you unable to pass

momentum_god

You intersect a point before the wall and the wall is a response to the collision detection specifically programmed to impede movement past the collision. How do you think the game knows that you aren't suspose to be able to go through the wall? It senses the avatar passing through the programmed line/object/barrier and a wall that impede progress is set up from there. that is collision detection and response. Every game has collision detection if it involves moving points.

Fine but it's the raw basics that you find in a nes game, which I really don't consider real collision detection, it's not like you bump off the wall, or run into the wall and blow up or anything that isn't in a nes game, even those ones wouldn't be advanted, I can't think of a single way a better processor could improve a rts other then better core AI for more of a challenge

Okay, deny the actual definition but you will be arguing for nothing since everything you saw will be incorrect. Bettr AI, better animation, better collision response, more units, etc. Also, have you like ever walked into a wall? You kinda just stop, you don't like fly off or something. Collsion detection is just sensing a collision. The response is something entirely different and that is going to be appropriate to each game because there is no point to proggram bouncing off a wall in an RTS. Heck, enemies don't even bounce off walls on their own in FPS or TPS games.

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#86 mitu123
Member since 2006 • 155290 Posts

TC you need to realize that all games(include RTSs) have collision detection, or else you'll explore any section of an environment forever.

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#87 SilverChimera
Member since 2009 • 9256 Posts
smh at the tc =/
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#88 momentum_god
Member since 2011 • 779 Posts

[QUOTE="momentum_god"]

[QUOTE="ActicEdge"]

You intersect a point before the wall and the wall is a response to the collision detection specifically programmed to impede movement past the collision. How do you think the game knows that you aren't suspose to be able to go through the wall? It senses the avatar passing through the programmed line/object/barrier and a wall that impede progress is set up from there. that is collision detection and response. Every game has collision detection if it involves moving points.

ActicEdge

Fine but it's the raw basics that you find in a nes game, which I really don't consider real collision detection, it's not like you bump off the wall, or run into the wall and blow up or anything that isn't in a nes game, even those ones wouldn't be advanted, I can't think of a single way a better processor could improve a rts other then better core AI for more of a challenge

Okay, deny the actual definition but you will be arguing for nothing since everything you saw will be incorrect. Bettr AI, better animation, better collision response, more units, etc. Also, have you like ever walked into a wall? You kinda just stop, you don't like fly off or something. Collsion detection is just sensing a collision. The response is something entirely different and that is going to be appropriate to each game because there is no point to proggram bouncing off a wall in an RTS. Heck, enemies don't even bounce off walls on their own in FPS or TPS games.

enemies don't normally walk into walls in normal games and the better hit detection is freaking ridicules and wrong since its stuff you can find on nes, animations are irrelevant to the topic, better core AI not unit, and more units, thats it and most games don't even have core AI so it's not a direct comparison
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#90 momentum_god
Member since 2011 • 779 Posts

TC you need to realize that all games(include RTSs) have collision detection, or else you'll explore any section of an environment forever.

mitu123
I tend to ignore stuff thats the standard for decades especially when there are tons of improvements on it which the game doesn't utilize in the least, so yes it's nes level collision detection, not this gen collision detection
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#91 Snugenz
Member since 2006 • 13388 Posts

[QUOTE="mitu123"]

TC you need to realize that all games(include RTSs) have collision detection, or else you'll explore any section of an environment forever.

momentum_god

I tend to ignore stuff thats the standard for decades especially when there are tons of improvements on it which the game doesn't utilize in the least, so yes it's nes level collision detection, not this gen collision detection

NES collision detection - Have i hit a wall? - Yes, Can i pass through it - No.

Modern collision detection - Have i hit a very shiny wall? - Yes, Can i pass through it - No.

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#92 mitu123
Member since 2006 • 155290 Posts

[QUOTE="mitu123"]

TC you need to realize that all games(include RTSs) have collision detection, or else you'll explore any section of an environment forever.

momentum_god

I tend to ignore stuff thats the standard for decades especially when there are tons of improvements on it which the game doesn't utilize in the least, so yes it's nes level collision detection, not this gen collision detection

What's the difference? You collide with a wall and you stop from both gens, end of story. I'm starting to wonder how many RTSs you even played. Or games for that matter.

Yeah, because PS3 games are so special?:roll:

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#93 momentum_god
Member since 2011 • 779 Posts

[QUOTE="momentum_god"][QUOTE="mitu123"]

TC you need to realize that all games(include RTSs) have collision detection, or else you'll explore any section of an environment forever.

mitu123

I tend to ignore stuff thats the standard for decades especially when there are tons of improvements on it which the game doesn't utilize in the least, so yes it's nes level collision detection, not this gen collision detection

What's the difference? You collide with a wall and you stop from both gens, end of story. I'm starting to wonder how many RTSs you even played. Or games for that matter.

Yeah, because PS3 games are so special?:roll:

the difference is reactions and actual bumping instead of just stopping prior, am I the only one that notices these things and the unit hit detection is the same just stop before hitting

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#95 mitu123
Member since 2006 • 155290 Posts

[QUOTE="mitu123"]

[QUOTE="momentum_god"] I tend to ignore stuff thats the standard for decades especially when there are tons of improvements on it which the game doesn't utilize in the least, so yes it's nes level collision detection, not this gen collision detection momentum_god

What's the difference? You collide with a wall and you stop from both gens, end of story. I'm starting to wonder how many RTSs you even played. Or games for that matter.

Yeah, because PS3 games are so special?:roll:

the difference is reactions and actual bumping instead of just stopping prior, am I the only one that notices these things

Why would you bounce off an invisible wall? Is that even possible? You do know RTSs are capable of what I highlighted right?

EDIT: What you said in your edit is all a programming issue that can be fixed.

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#96 momentum_god
Member since 2011 • 779 Posts

[QUOTE="momentum_god"][QUOTE="mitu123"] What's the difference? You collide with a wall and you stop from both gens, end of story. I'm starting to wonder how many RTSs you even played. Or games for that matter.

Yeah, because PS3 games are so special?:roll:

mitu123

the difference is reactions and actual bumping instead of just stopping prior, am I the only one that notices these things

Why would you bounce off an invisible wall? Is that even possible? You do know RTSs are capable of what I highlighted right?

of course their capable and it doesn't even take much so brings me back to my point why aren't they and not off invisible walls just off regular walls and units, it's part of physics factor in the speed of the object and make that have an effect, add in damage from high speed impacts and you have a new gameplay element
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#97 malebog123
Member since 2010 • 243 Posts

BY FAR THE MOST LOL WORTHY THREADS ever!!

Tc you are..................I don't know what to say.

fanboy much?

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#98 mitu123
Member since 2006 • 155290 Posts

[QUOTE="mitu123"]

[QUOTE="momentum_god"] the difference is reactions and actual bumping instead of just stopping prior, am I the only one that notices these thingsmomentum_god

Why would you bounce off an invisible wall? Is that even possible? You do know RTSs are capable of what I highlighted right?

of course their capable and it doesn't even take much so brings me back to my point why aren't they and not off invisible walls just off regular walls and units, it's part of physics factor in the speed of the object and make that have an effect, add in damage from high speed impacts and you have a new gameplay element

Maybe because they don't want to.=p But they still can and will help for the immersionfactor. Though it's obviously all in the programming as they focus on other aspects like pathfinding, I say later in the gen and maybe next it'll be more common. Hell, not every game does that even this gen BTW.

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#99 momentum_god
Member since 2011 • 779 Posts

[QUOTE="momentum_god"][QUOTE="mitu123"] Why would you bounce off an invisible wall? Is that even possible? You do know RTSs are capable of what I highlighted right?

mitu123

of course their capable and it doesn't even take much so brings me back to my point why aren't they and not off invisible walls just off regular walls and units, it's part of physics factor in the speed of the object and make that have an effect, add in damage from high speed impacts and you have a new gameplay element

Maybe because they don't want to.=p But they still can and will help for the immersionfactor. Though it's obviously all in the programming as they focus on other aspects like pathfinding, I say later in the gen and maybe next it'll be more common. Hell, not every game does that even this gen BTW.

all I'm saying is more devs especially the ones with bigger budget should focus more on what they can use the hardware to improve gameplay wise then just pumping everything into graphics
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#100 mitu123
Member since 2006 • 155290 Posts

[QUOTE="mitu123"]

[QUOTE="momentum_god"] of course their capable and it doesn't even take much so brings me back to my point why aren't they and not off invisible walls just off regular walls and units, it's part of physics factor in the speed of the object and make that have an effect, add in damage from high speed impacts and you have a new gameplay element momentum_god

Maybe because they don't want to.=p But they still can and will help for the immersionfactor. Though it's obviously all in the programming as they focus on other aspects like pathfinding, I say later in the gen and maybe next it'll be more common. Hell, not every game does that even this gen BTW.

all I'm saying is more devs especially the ones with bigger budget should focus more on what they can use the hardware to improve gameplay wise then just pumping everything into graphics

This applies to any game.:P You are right though, imagine the possibilities when done right.