collisions

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  • The Daily Grind: Should character collision matter?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.03.2013

    The first MMO I ever played was Final Fantasy XI, which had something like a collision mechanic. Running into another player would stop my movement for a moment, but after a second both characters would pass through one another. At the time, I didn't understand that this was done to prevent griefing by preventing players from literally blocking off important locations or walling people in, something that was a minor issue anyway because of the game's nonexistent PvP at the time. Many games now available do away with collision altogether, letting players occupy the same space without a thought for logic. On the one hand, this means that crowded spaces are more easily navigated, unlike the fleet area in Star Wars: The Old Republic's, in which movement is a series of desperate jumps as you try to reach anything. On the other hand, there's something to be said for having physical space play a larger role and forcing players to consider the size of what they're running around. So today we ask you: Should character collision matter? Or should we all just run straight through one another without a care in the world? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Panasonic details radar-based technology that can detect collisions in low light

    by 
    Dana Wollman
    Dana Wollman
    04.27.2012

    Collision detection for cars? Yeah, scientists are on that. But whenever we read about concepts like this, the accompanying literature is often curiously light on details pertaining to real-life driving conditions; it's often unclear how well the tech will fare if you dredge it up on a foggy day, or in the middle of torrential storm. But in that press release you see down there, low visibility and poorly lit roads are all Panasonic wants to talk about. The company just unveiled its new crash-avoidance system, which, like other concepts we've seen, uses millimeter-wave radar technology to detect pedestrians and bicyclists. Since humans tend to reflect weaker radar signals than cars, Panasonic has designed a new pulse radar code sequence that allows pedestrians to leave a bigger footprint. It's so effective, the company claims, that it can detect bystanders up to 40 meters (131 feet) away, and will work at night and through rain, fog, snow and blinding sunlight. That all sounds promising, of course, but as with other concepts, it's not clear, when, exactly we'll see this system put to good use in the real world.

  • Black Prophecy technical director on game's physics

    by 
    James Egan
    James Egan
    12.08.2009

    Black Prophecy from Reakktor Media is a sci-fi MMO that may ultimately be a bit more accessible to some gamers than reigning sci-fi champ EVE Online. It will be a very different sort of game than EVE, though. In fact, there is still much about Black Prophecy that has yet to be revealed, but the title's certainly got potential from what we've learned so far. While we're hoping to have more information for you about Black Prophecy in the coming months, the team at Reakktor Media is keeping fans up to date with dev diaries explaining some of the different facets of the game. The latest series of these blogs on the game's physics is being written by Black Prophecy's Technical Director Cyrus Preuss, which he continues today by focusing on the physics engine itself. His dev diary is a bit technical, but not all that difficult to follow either. Cyrus explains the concepts of the "physics loop" and the factors which ultimately define the game environment in space. (This includes collision detection, which triggers particle effects and sound effects, but there's quite a bit more to it than that.) If you're curious about this aspect of Black Prophecy's game design, have a look at Cyrus's dev diary or jump into the discussion by the fans on the game's official forums.