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Old 08-05-2010, 05:40 PM   #9
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Re: How Hard Would it Be ..

Well there's that too, but I'm sure lots of players in real life have made the wrong decision and went for the swat in that situation. Lots of players don't like the idea of running with the ball, lol.

But seriously..
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Old 08-05-2010, 05:51 PM   #10
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Re: How Hard Would it Be ..

..what version are you playin?
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Old 08-05-2010, 05:53 PM   #11
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Re: How Hard Would it Be ..

As someone who works in software and has at least dabbled in 3D programming in college, I can tell you that perfect collision detection between high polygon count 3D models (the player and the ball) done in real time would take far more computing power than it would be practical to put in a video game console.

To get around this, game developers take computational short cuts regarding collision detection, such as computing it for lower-fidelity (less polygons) estimations of the 3D models. This solution probably works to the point that users cannot detect it's shortcomings in over 99% of collision detection calculations, but where it's most vulnerable to user detectable errors is probably on the boundries of the 3D models. Like the outstretched arms/hands/fingers of a DB.
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Old 08-05-2010, 06:57 PM   #12
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Re: How Hard Would it Be ..

Quote:
Originally Posted by JayInSaratoga
As someone who works in software and has at least dabbled in 3D programming in college, I can tell you that perfect collision detection between high polygon count 3D models (the player and the ball) done in real time would take far more computing power than it would be practical to put in a video game console.

To get around this, game developers take computational short cuts regarding collision detection, such as computing it for lower-fidelity (less polygons) estimations of the 3D models. This solution probably works to the point that users cannot detect it's shortcomings in over 99% of collision detection calculations, but where it's most vulnerable to user detectable errors is probably on the boundries of the 3D models. Like the outstretched arms/hands/fingers of a DB.
Very good explanation.

For me, at least, this stuff is usually only visible during slow motion replay and not in real time.
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