Author Topic: Head on collisions  (Read 1575 times)

Offline Tilt

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Re: Head on collisions
« Reply #30 on: December 30, 2013, 05:01:22 PM »
Forgive a simplistic question, but what am I missing?  Server tells both FE's planes are here and both FE's render it:

>                   <

Server tells both FE's planes are here and both FE's render it:

>    <

Server tells both FE's planes are here and both FE's render it:

><

Planes go boom.

Now lag would alter the timing of the FE reporting what happened, but I guess I'm just having trouble envisioning what that would look like.  Would it be a warp?  Would it be an inability to control your plane?

Wiley.

If it is a true HO in every plain then the above happens now.... In real time simultaneously .....but not in the same place.
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Offline Karnak

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Re: Head on collisions
« Reply #31 on: December 30, 2013, 05:47:12 PM »
Forgive a simplistic question, but what am I missing?  Server tells both FE's planes are here and both FE's render it:
The server doesn't tell the FEs where they are and then the FEs render it.  The server just relays information from one FE to other FEs.

Quote
Server tells both FE's planes are here and both FE's render it:

>    <

Server tells both FE's planes are here and both FE's render it:

><

Planes go boom.

Now lag would alter the timing of the FE reporting what happened, but I guess I'm just having trouble envisioning what that would look like.  Would it be a warp?  Would it be an inability to control your plane?

Wiley.
The game would be unplayable if your FE had to wait for a response from the server before rendering.
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Offline FLS

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Re: Head on collisions
« Reply #32 on: December 30, 2013, 06:01:53 PM »
Forgive a simplistic question, but what am I missing?  Server tells both FE's planes are here and both FE's render it:

>                   <

Server tells both FE's planes are here and both FE's render it:

>    <

Server tells both FE's planes are here and both FE's render it:

><

Planes go boom.

Now lag would alter the timing of the FE reporting what happened, but I guess I'm just having trouble envisioning what that would look like.  Would it be a warp?  Would it be an inability to control your plane?

Wiley.

Head on and both shooting and hitting, wouldn't the faster connection always win?

Offline Wiley

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Re: Head on collisions
« Reply #33 on: December 30, 2013, 07:34:51 PM »
The server doesn't tell the FEs where they are and then the FEs render it.  The server just relays information from one FE to other FEs.
The game would be unplayable if your FE had to wait for a response from the server before rendering.

Been thinking on it a bit and I think I can imagine what it would be like.  Your FE can't predict the future so any delay in transmission would cause you to rubberband to where the server says you are.

Looking at that, how it is now really is the best possible solution.  As the tech improves so do the results from the game.

Wiley.
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Offline Tilt

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Re: Head on collisions
« Reply #34 on: December 31, 2013, 07:44:12 AM »
Head on and both shooting and hitting, wouldn't the faster connection always win?

It's combined lag so in effect both will lose as both will score hits before being advised of hits on themselves.

Confirmation of hits ie death of opponent will follow .

This assumes that both fire at the same time on their own front ends.
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Offline Arlo

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Re: Head on collisions
« Reply #35 on: December 31, 2013, 02:39:42 PM »
The heart of the 'collision model is broken' argument always seems to involve 'I did this while the other guy did that!' when in fact neither player knows the precise timing of what the other guy did, their intent or the amount of potential lag involved.

Offline Tinkles

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Re: Head on collisions
« Reply #36 on: December 31, 2013, 03:01:06 PM »
The heart of the 'collision model is broken' argument always seems to involve 'I did this while the other guy did that!' when in fact neither player knows the precise timing of what the other guy did, their intent or the amount of potential lag involved.

I think this is one of the few things that HTC should explain in detail and post somewhere on the forums (like the rules are at the top). Except it would be under a new tab.

Then showing examples like fugitive posted, etc. (or one of my videos showing a bomber dying from me, and then lagging backwards causing me to collide and get killed)

That way posts like these aren't made, so players aren't mocked for 'asking a question that has been answered # of times" etc.

Just a thought.

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Offline Arlo

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Re: Head on collisions
« Reply #37 on: December 31, 2013, 04:52:33 PM »
I think this is one of the few things that HTC should explain in detail and post somewhere on the forums (like the rules are at the top). Except it would be under a new tab.

Then showing examples like fugitive posted, etc. (or one of my videos showing a bomber dying from me, and then lagging backwards causing me to collide and get killed)

That way posts like these aren't made, so players aren't mocked for 'asking a question that has been answered # of times" etc.

Just a thought.

Happy New Year



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Offline FLS

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Re: Head on collisions
« Reply #38 on: December 31, 2013, 05:03:53 PM »
It's combined lag so in effect both will lose as both will score hits before being advised of hits on themselves.

Confirmation of hits ie death of opponent will follow .

This assumes that both fire at the same time on their own front ends.

Combined lag is what we have now. Wiley was asking about differences if it was server based.

Offline Scca

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Re: Head on collisions
« Reply #39 on: January 02, 2014, 12:28:50 PM »
Nice wishlist item (hard to change, but you can ask).  Until something magical happens, if you would like to know how to handle/avoid this situation feel free to look me up (AkMeathd).  Flying nit this month (1/2014)
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