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How should I visualize TraceHull?


  
 
 
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friagram
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Join Date: Sep 2012
Location: Silicon Valley
Old 01-19-2017 , 16:09   Re: How should I visualize TraceHull?
Reply With Quote #9

it takes way too much cpu to calculate and index stuff like that. For optimization everything is broken down to the simplest rectangular volumes. All coordinates, and calculations are done relative to the origin. These boxes are basic volumes which encapsulate objects.

For very complex or highly accurate calculations, you will use a finer set of boxes, or possibly vertex data. A good example is with prop traces. First it tests the maximum rectangular bounds of the object, then it will test each individual rectangular hotbox inside of that volume if it hits.

For things like physics, it will test the vertex data to determine where on the model (plane of the environment or model) the collision takes place. Using vertex data is extremely math intensive, and is used only when required to get a result (where object a hits object b, like a ball bouncing or projectile hit). Much of this data is produced by the client, for example, the server may say x bullet along y vector hits z model. The client must then calculate further where on the model that exactly hits, to leave a bullet decal. So the server can do minimal work.

Realize that the engine takes snapshots of every frame for x frames of all entity props, which is a lot of data. This is then used for lag compensation. Bounds, vertex and hitbox positions are not stored iirc, but are reconstructed when required based on the requested frame each time, which is calculated based off of various network timing settings.
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Last edited by friagram; 01-19-2017 at 16:10.
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