Title says it all. Does anyone know if a dead player's body will stop or slow down a bullet? In Ost the bullets go right on through as if the body was not even there.
I believe so, yes. In UT3 the ragdolls can be affected by weapons, so one would assume they can be made to stop said bullet.
Corpses ought to be synced, both trajectory aswell as final location and pose.Kind of depends on of ragdolls are handled client-side again or if they are serverside now.
I mean, what's the use of a corpse taking bullets when it isn't in the same place for another player?
Client-sided ragdolls wouldnt necessarily allow them to soak up bullets, server-sided ragdolls are much more likely to do so.
Corpses ought to be synced, both trajectory aswell as final location and pose.
If this ragdoll synchronization is properly optimized and lightweight it shouldn't affect network performance.
By the time that Heroes of Stalingrad will be available, most connections should be above 2 Mbps down and 256 Kbps up.I agree, especially these days, shouldn't be too taxing on the system...
Remember that even with those 3 points of information one ragdoll might roll a bit further, or just fall a bit more down the stairs. Stay up the top of a broken top floor or fall down.
If things can be synched then sure it would be nice to have, but unless the physx system allows it without eating netcode i doubt we would see it in.
Well, obviously singlethreaded applications (UT2004 dedicated server) in a world which is predominantly ruled by multiprocessor systems aren't really running efficiently.remember that roost is already really stressful on servers though. Which is the main issue.
Second Life does this efficiently, object physics are disabled when there is no player/NPC interaction.Remember that even with those 3 points of information one ragdoll might roll a bit further, or just fall a bit more down the stairs. Stay up the top of a broken top floor or fall down.
If things can be synched then sure it would be nice to have, but unless the physx system allows it without eating netcode i doubt we would see it in.
Just thought of something, and that is ragdolls disappearing.
Ofcourse ragdolls have to disappear some time, but it would sure suck to take cover behind a dead guy that just blips away when an enemy starts firing.
That could be handled with a simple proximity detection. Corpses right next to players wouldn't disappear. The problem then becomes what happens when piles of corpses are next to players, and just keeps building up. Maybe the engine could switch the corpses to a low res mesh.
The Second Life solution (boolean type physics disabling, true > false) should cover that aswell.Just thought of something, and that is ragdolls disappearing.
Ofcourse ragdolls have to disappear some time, but it would sure suck to take cover behind a dead guy that just blips away when an enemy starts firing.