Originally posted by AirMcMVP
Bort has said on many occasions that dots don't have fronts or backs. That means clipping, by definition, can't exist in GLB. Suggesting it over and over and over isn't likely to change that.
They don't need universally defined fronts and backs. They need a few lines of code at the top of the block engagement routine. This code doesn't explicitly define a front/back, it just checks to see if the offensive player is behind the defensive one.
1. Construct a point-to-point vector between the two dots involved: P=(o1-d1,o2-d2) ((o1,o2) are the coordinates of the blocker, (d1,d2) the defender)
2. Check if the dot product between P and the defender's velocity vector V is less than zero <P,V><0 (the angle is >90)
3. If #2 is true, skip the routine (don't allow a block to be attempted from behind).
4. Watch your users enjoy an improved sim because you wrote 3 lines of very simple code.
Bort has said on many occasions that dots don't have fronts or backs. That means clipping, by definition, can't exist in GLB. Suggesting it over and over and over isn't likely to change that.
They don't need universally defined fronts and backs. They need a few lines of code at the top of the block engagement routine. This code doesn't explicitly define a front/back, it just checks to see if the offensive player is behind the defensive one.
1. Construct a point-to-point vector between the two dots involved: P=(o1-d1,o2-d2) ((o1,o2) are the coordinates of the blocker, (d1,d2) the defender)
2. Check if the dot product between P and the defender's velocity vector V is less than zero <P,V><0 (the angle is >90)
3. If #2 is true, skip the routine (don't allow a block to be attempted from behind).
4. Watch your users enjoy an improved sim because you wrote 3 lines of very simple code.
Edited by skeels on Apr 8, 2013 14:59:10
Edited by skeels on Apr 8, 2013 14:58:11
Edited by skeels on Apr 8, 2013 14:41:16
Edited by skeels on Apr 8, 2013 14:36:57
Edited by skeels on Apr 8, 2013 14:36:32






























