Inertia

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xpoy
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Inertia

Post by xpoy » Tue Jul 07, 2009 3:35 pm

A very important part of TA, inertia
TA's 3D feel, or said truth was turely better than most whole 3D games, this due to inertia.
The Brake, the slippage when trun in movement, and that unit's normal move, when you look at single unit, feel like it was a thing(not a object), a thing that really can be feel/ touch/ see / hear.
well, I play TA start in 2008.4.20 or later, when I play the OTA core 4rd mission, that tank, its movement, really rock me, oh shocked, it guide me into TA...

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zuzuf
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Re: Inertia

Post by zuzuf » Tue Jul 07, 2009 4:59 pm

yeah, it's also what makes some parts of the engine really difficult to code, like path following code :( (we can't afford predicting movement physics when computing the path ... so units try to follow a theoretical path :evil: )
=>;-D Penguin Powered

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Griswoldz
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Re: Inertia

Post by Griswoldz » Tue Jul 07, 2009 5:26 pm

Still we can achieve similar level of path finding. It just requires more time and man power :P.

xpoy
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Re: Inertia

Post by xpoy » Tue Jul 07, 2009 6:40 pm

/:^]
This is what I want say...
Needn't so good single unit AI, just make them not bad, then all ok. TA needn't every units be smart and great in run away...

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Griswoldz
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Re: Inertia

Post by Griswoldz » Tue Jul 07, 2009 8:16 pm

yeah. Actually like in original TA, where AI was quite stupid, but path-finding was more than enough xD.

xpoy
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Re: Inertia

Post by xpoy » Thu Jul 09, 2009 11:01 am

/:^]
I relize a main thing for inertia...
Unit trun in arc with inertia (that trun rate speed)
That what? the drift
Think out, some skeets go straight in sea and then trun left in drift with draged out waves...

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