pacs_jumping - ryzom/ryzomcore GitHub Wiki


title: PACS Jumping description: A model for implementing jumping ingame using PACS that emphasises gameplay over realistic physics published: true date: 2023-03-01T05:19:30.715Z tags: editor: markdown dateCreated: 2022-03-08T22:42:38.778Z

[15:49] <Kaetemi> hm there might just be a way to implement jumping using a slightly extended pacs model without needing actual physics.. basically adding a viirtual wall height to every pacs edge, just estimating the target where the character would land (not accurate), and only checking if the virtual walls between the source and destination surface can be crossed by a jump, but effectively ignoring anything inbetween.. and simply not letting the player jump at all when the jump is too complicated.. and also allow artists to add hints on pacs borders with possible jump targets for large jumps, like from building rooftop to rooftop... mm.. just an idea
[15:49] <Kaetemi> not entirely foolproof though
[15:52] <Kaetemi> basically won't allow you to jump onto walls and any stupid stuff like that which the artists did not specify a pacs surface for (which i think is perfectly fine)
[15:55] <@sfb> That's a good approach.
[15:55] <@sfb> I mean it's not an FPS, it doesn't *have* to be highly accurate.
[15:55] <@sfb> But
[15:55] <@sfb> There are obstacles in game where it seems silly I can't just hop over.
[15:55] <@sfb> haha
[15:55] <Kaetemi> lol
[15:56] <Kaetemi> not really realistic to jump over a campfire!
[15:58] <Kaetemi> was just looking at some videos of the matrix online mmo, the jumping from building to building looked like this sort of simple point to point estimated jump that totally ignored physics (the jumps totally ignored small obstacles)
[15:59] <Kaetemi> so basically you just have the exit and entry border of pacs, and you check if you can exit and entry with the calculated jump curve compared to the minimum height necessary to cross the edge
[16:00] <@sfb> That's a clever idea

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