Go Back   EQEmulator Home > EQEmulator Forums > Archives > Archive::Development > Archive::Development

Archive::Development Archive area for Development's posts that were moved here after an inactivity period of 90 days.

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #11  
Old 11-06-2002, 07:41 AM
quester
Hill Giant
 
Join Date: Oct 2002
Posts: 108
Default

Quote:
Originally Posted by Darkyth
hmm, what if its a wide area though. its open to wander. Is there some sort of way to restrict it from going to the area of a wall.
It doesn't know it walked into a wall, and keeps going. Let me try to explain what happens from both points of view.

Code:
      |
a    |    b
      |
You are going from point A to point B. There is a wall between you. SERVER side, you don't see this wall. You go straight from A to B as if the wall wasn't there. CIENT side, when you get to the wall, your model will be shown hung up on the wall. You aren't really hung up.. but the client sees the wall, does the collision detection and hangs you on the wall. Then next movement update packet tells the client you are past the wall because you never stopped in reality.

This is what happens in wide opens. Server side, the mob just keeps walking merrily along, because it never saw the wall. Client side, it appears to hang in the wall because of client side collision detection, because the client predicts movement based on last known vecotr.. As soon as the client gets the next movement packet though, it updates the position. This is why you see mobs that sometimes look like they are hung up on a wall or structure. A good example, if the Hermit hut in SK. There is a Gnoll who always walks right into the wal.. appears to be hung up on the wall for a bit, then pops to the other side. In reality, the Gnoll never stopped. He walked right "through the hut", because he doesn't even know it is there.

In more complicated zones, the problem of obstructions is moot, because the pathing is designed to prevent them from getting hung up. In other words, while the server doesn't know this hallway takes a right turn up ahead, it doesn't matter. Because the pathing takes a right turn, and thats all it needs.

Did I make it any clearer?
Reply With Quote
 


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 08:46 AM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3