Forums » Bugs

visual glitches with rotating roids and mining beams

Jan 05, 2005 Furious link
I've noticed that if you mine a rotating roid, the mining beam sometimes appears to be hitting empty space. In fact, I haven't quite figured out how the game decides where the mining beam should hit..

Perhaps having the beam just going to the centroid of the roid would be fine... except for donut shaped roids.

I've also noticed that there are some roids out there whose appearance has no bearing on what it yields. I found an ice crystal roid last night that was 100% silicate ore I think.

I would presume that roids appearances should be dictated by the most common ore in them. Would be neat (and probably a pain in the keister) to have roid models that were 'hybrids' of the ore types. Like a rock with some ice crystals on one side of it.
Jan 05, 2005 Forum Moderator link
Ya this is tricky. Targetting on the center of roids would be hard with large or rotating roids. I guess they could extend the range of the beams to accomodate this.
Jan 05, 2005 Furious link
I suppose you could render the beam to the center of the roid and just clip it at the surface. An alternative would be to have the beam target the nearest surface polygon on the model and then update that like once a second or so.
Jan 05, 2005 Starfisher link
As it is now it looks like the beam latches onto a random vertex of the model.
Jan 05, 2005 raybondo link
The beam latches onto the nearest point of the asteroid when you activate the mining beam. The point doesn't change, so that is why it looks like the endpoint is in space sometimes.

The look of the asteroid is supposed to show what it has but there is a random variation that could cause the base mineral to not be there. Heh, you can think of the crystal as being a glass crystal made of sand or other silicates.
Jan 05, 2005 Furious link
So it would be as easy as updating the nearest point once in a while...
Jan 05, 2005 raybondo link
yeah
Jan 05, 2005 roguelazer link
Of course, every update means more data to go out to everybody in the sector...
Jan 05, 2005 Starfisher link
Quite a few a second if you don't want the beam to appear to be jumping around. On the other hand, a beam is just a beginning and end point. How much lag can two points cause?
Jan 05, 2005 Furious link
I bet the load would be negligible compared to firing a high rate gun, so I doubt it would cause any problems.
Jan 05, 2005 raybondo link
Nah, I would have the effect done client-side so it will be exact. And since it is only a special effect, there's no problem with have it done client-side.
Jan 06, 2005 Furious link
You might want to consider having it target the centroid of the nearest polygon instead of the nearest vertex. It seems a little wierd when you are mining an ice crystal and the beam is hitting the point of one end.....
Jan 06, 2005 roguelazer link
The beam should do neither nearest nor center, but the point at which your reticle is aimed.
Jan 06, 2005 raybondo link
No, I don't do nearest vertex, I do actual nearest exact point.
rogue: perhaps, but then turning away would stop the mining process. I suppose that may be desirable.
Jan 06, 2005 roguelazer link
No, I mean have it establish the "lock" with where you're pointing, then keep it like it is so that it stays connected between there and the beam point on your ship, no matter where you point.