Why do you think that it would fix these problems? Maybe it could fix the helmetsniper problem, but it could be fixed without bodyawareness too.
It has nothing to do with people sticking into walls though.
Just play a thirdperson game and watch how easy it is to get certain bodyparts into walls.
In Jedi Knight 2 for example the lightsabe sticks into walls easily but they covered it up as a "feature" rahter than a bug by adding cool "wallburning" effects.
From http://dslyecxi.com/bestoftactical.htmlTrue first person
What "true first person" means is that the in-game 'camera' is placed in the head of your character's in-game model, such that you see exactly what you should see, to the extent that you can look down to see your arms, legs, weapon, et cetera, and your character's animations and the movement of your view corresponds precisely to what your character appears to be doing. There is no separate set of animations being played only for you - what you see yourself doing is what everyone else sees you doing. True first person is without question the preferred way to model any serious tactical or wargame. Prime examples of it can be found in Operation Flashpoint, Raven Shield, and the upcoming Brothers in Arms 3: Hell's Highway.
One interesting side effect of true first-person is an increased feeling of depth when looking around. In most games, the camera spins on an axis and you get a very stable view of the world when shifting your view around. In a true first-person game, the camera is in the eyes of the player model, which are generally forward, and thus when looking around, turning, et cetera, the world subtly shifts in a fashion that replicates real-world head movements. Your eyes move in a 3d space, and thus your surroundings shift ever so slightly due to that movement. It's a very subtle effect, but it has an immense impact on immersion.
Sarcasm at its best...Armed Assault is an excellent example of how full body awareness CAN be accomplished in a large scale multiplayer game. So to the people that say it'll bog down your machine: think again. Alright alright, Armed Assault runs like **** currently,[...]
Well, I ment the walking/sprinting first-person animation lacks the damping in the knee (vertical bobbing and bobbing back and forth)Hmm, I haven't thought of serverload really. True, but it has more advantages (and of course also disadvantages) than that.True, but clip-debugging (which would require inverse kinematics) would be easier to implement with full body awareness.
If it really is impossible or performance-unfeasible to do, well. Don't you dare forget it when making RO2!
if you have full body awareness you need to render everything for everyone. Everyones weapon, everyones ammo belt, everyone grenades. And they need to be of reasonable detail. Other players will be able to look at your stuff exactly the same as you.
You will either take a performance hit, or the game will get ugly.
grenadesonbody = <fullgrenadeloadout> minus <numberofgrenadesthrown>;
if <emptymagazine> then remove <magazine> from <body>;
if <bullet> collisionwith <body> then add <blood> to <body>;
You mean real simulated ironsights?Yeah, don't even get started on the complexity/detail of the iron sights system
Yeah you're right (damn, you're quick).
Surely it shouldn't require too much memory / processor power to calculate how much grenades a person has left, and change the numbers of grenades on the third person model according to that information?
There, done!Code:grenadesonbody = <fullgrenadeloadout> minus <numberofgrenadesthrown>; if <emptymagazine> then remove <magazine> from <body>; if <bullet> collisionwith <body> then add <blood> to <body>;