Qon wrote: Wed Aug 21, 2024 11:03 pm
Taipion wrote: Tue Aug 20, 2024 6:30 pm
Qon wrote: Sat Aug 10, 2024 7:15 pm
Taipion wrote: Thu Aug 08, 2024 2:54 pm
I see this is a place were people overthink and overengineer, but it's really not necessary.
Written by someone who doesn't think.
Your suggestions are incomplete. You are continuing the well established pattern in this thread of underthinking and underengineering and just repeating things said before without reading the replies pointing out the issues. Saying "and then magic happens that solves the issues" isn't the genius move you think it is.
Yes, it totally helps if you unleash your attitude on other people in this forum/thread... -.-
If you are unable to provide anything constructive or at least detail, then just don't.
I didn't come in with the attitude. You said that the constructive posts I wrote before were not necessary. I'm plenty capable, would you mind reading what I wrote before? I wrote a reply to you before detailing the things that were left out. But you never answered. You need to specify enough what should actually happen to solve the whole problem instead of solving it partially with wishes and making new problems with undefined behavior that's potentially worse than what we have now.
The reason I'm pointing out issues with incomplete suggestions is that they are unlikely to be implemented otherwise. I'm the most constructive person in this thread and your lax attitude to detail is not helpful.
"Can we think less about discussing good solutions and just hope something happens even though the devs can see we don't even seem to care enough to try to understand the problem?"
It's just not very constructive. If you are able to provide anything constructive, please do that instead.
#1: You are apparently very short tempered / thin skin, taking something I obviously said in jest (I even put an appropriate smiley next to it) and assuming tons of bad intentions and whatever else on my end.
This is not constructive, this is personal and emotional, this does not belong here and I refuse to "discuss" on that level, so just drop it already.
#2: The specifications of what should happen and how it should work are very, VERY simple and I layed that out in probably enough detail already,
if you missed that, then sorry, try to read it again and not overthink it too much.
#3a: Solution 1 - if and only if the player is using a spidertron (or similar vehicle), determine the max "wobbling" distance than can appear, add some low % as buffer just in case, and set the camera to not be fixed on the exact player position but with a buffer of that distance (read: camera only moves if it is further than this distance away from the player), which effectively will land the camera slightly ahead in movement direction, but stop wobbling and will likely be pretty much not noticeable, but definitely not as bad as the wobbling
#3b: Solution 2 - whenever spidertron movement is stopped (read: final destination through remote, or release of WASD keys), calculate the final position of the spidertron and move the camera there with the speed of the moving spidertron, and lock it in place there until the spidertron moves again (read: through WASD or remote), ignoring "wobble movement"
Yes, calculating the final resting position of a spidertron is simple as the game is utmost deterministic in nature, which is essential to its stability in multiplayer,
unfortunately I don't know the code so that's the best I can give as description.
[edit:] I know there are more cases than this, which need to be considered, like the spidertron following another entity or completely different movement possibilities through mods, but they all boil down to the same use case that is: spidertron stops moving, so this can be applied there as well
[edit2:] This is basically the same that LackadaisyFrog said without leaning into differential equations as that's not necessary as you just need to use the code that already is there to determine the spidertrons final position, just run it in a different way to get the end position instead of "per tick" updates to the position.
I may note that I clearly disagree with him on the point that the camera should be, in solution 1, be "re-attached" at some point as that again would cause problematic movement.
[edit3:] And as a side note for implementation, even though I, personally, do not share the "need" for "simulated spring legs movement", this should ofc be an optional change, so you can turn the old/new camera behaviour on/off in some way.
In my work on a client of some indie game I always do it the same, optional, as I learned that there will always be people who prefer either way for whatever reason, understandable or not.
