http://www.youtube.com/watch?v=iEayt...ailpage#t=873s
Notice how the world doesn't end just because an NPC and the player both got repositioned a millimeter away.
http://www.youtube.com/watch?v=iEayt...ailpage#t=873sso u plan servers to calculate collision with all players, then calculate pushing backs when collision and send that info to all players in region that could see it! of course controling timing between one player move and other players pushbacks on third player observator.
really, can we stop with push back idea? that work on offline games, or games that have time to expend on ridiculous matters, they have serious problems with this game.. stop asking for useless graphic designs
Notice how the world doesn't end just because an NPC and the player both got repositioned a millimeter away.


sure, now implement it on a game that wasnt planned to implement it, with servers in japan (200ms+)http://www.youtube.com/watch?v=iEayt...ailpage#t=873s
Notice how the world doesn't end just because an NPC and the player both got repositioned a millimeter away.
it can be implemented? probably with lots of hours working on it. So ask it in 2-3 years
Yet, just seconds earlier he runs right through the horse's behind. http://www.youtube.com/watch?v=iEayt...tailpage#t=30shttp://www.youtube.com/watch?v=iEayt...ailpage#t=873s
Notice how the world doesn't end just because an NPC and the player both got repositioned a millimeter away.
For the most part the collision detection works. That game is still in beta obviously and has a few bugs. If you watch all the videos there are occasions where collision detection fails to go off but it generally works and doesnt seem a problem at all, ever. I would rather have collision that worked 95% of the time rather than have what feels like a graphical glitch 100% of the time (FFXIV).Yet, just seconds earlier he runs right through the horse's behind. http://www.youtube.com/watch?v=iEayt...tailpage#t=30s
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