October 12th, 2005
|
#22 |
| I take what n0e says way too seriously
Join Date: March 1st, 2004 Rep Power: 27 | Re: shrapnel Hah "It's code, what performance hit?" Code needs to be executed and the results transfered via the internet to the client.
1 mortar round landing could easily triple the number of bullet trajectories that would be normally calculated that second.
WWIIOnline switched a few months ago from probability based shrapnell to 'experimental' shrapnel. It was a big deal. If you imaginethat a shotgun in BF fills a 10 degree x 10 degree square with 7 pellets then... you need about 4000 pellets for the same density in a half-dome. I should actually do the math again better, but you can see what's going on.
And those 4000 bits are traveling in parabolic arcs, losing kinetic energy due to air friction.. well yeah. Plug that baby in your Ti-82.
If that's too calculation heavy for the server, you can also just write a function that's if you're x meters away and y meters above the blast surface and have line of sight, then you have a 0.11 probability of being hit with shrapnel. It's not perfect, but it's a heck of a lot easier to do. |
| |
| |