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  1. #31
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,174
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by DPZ2 View Post
    Except that they all occur as part of the movement portion. And have done so since A Realm Reborn was released. The movement was coded along with the animation and the character adjustments.

    Look, I get it. You don't want to lose face. To the point where you'll change the argument from "this all occurs as part of the Raise" to "they don't need to do this to cover up the movement", which are not the same arguments.
    No, they don't happen "as part of the movement potion."

    Look, I get it, not everyone here has a graduate degree in computer science. Not everyone understands dependency resolution and task ordering using a topological sort of a directed acyclic graph (DAG). These are concepts I usually introduce in a second semester undergrad data structures and algorithms course and discuss in detail in discrete mathematics.

    Here is a DAG showing the raise sequence.



    Each box is a step in the sequence. Arrows indicate that a ->step cannot happen until after the step-> before it happens. Note that all the buff and HP management really doesn't need to happen in any particular order; the only hard requirement is that they happen after the player accepts the raise and before character control is restored. There may be technical requirements we don't know about regarding the ordering of the buffs and debuffs to prevent strange interactions, but that at worst forces the three buff/debuff steps into a rigid sequence, and that sequence would still not care about the character movement sequence and the camera movement sequence.

    If we wanted to linearize the graph, we could do a topological sort. In a topological sort, we arrange all the steps in a single sequence such that all the arrows are pointing from left to right; that is, no step happens unless all the steps that have to happen before it have happened. Here is what appears to be the order that the game uses, based on reviews of raise footage from my raid archives:



    Note that this is not the only valid topological sort of this graph. The steps can be rearranged freely as long as all the arrows flow in one direction.

    Here is a representation of the thread topic:



    Above, the camera subsequence marked in fuschia, gets replaced with the below camera subsequence marked in green.

    And here is a topological sort of that change:



    As you can see, changing the camera sequence from a fade-snap-fade to a smooth movement does not affect anything and does not care about what's happening elsewhere in the sequence. The character model, moving invisibly and instantaneously, does not care about terrain or the limitations of player character movement. The buffs/debuffs do not care at all what is going on with the camera.

    The obstacles you keep insisting exist do not exist.
    (2)
    Last edited by Rongway; 03-22-2023 at 07:04 AM.
    Error 3102 Club, Order of the 52nd Hour

  2. #32
    Player
    ArcaneToast's Avatar
    Join Date
    Oct 2022
    Posts
    9
    Character
    A'elith Rain
    World
    Kujata
    Main Class
    Red Mage Lv 100
    This absolutely, in some ways I wish they changed jump abilities to actually jump off the ground
    (0)

  3. #33
    Player
    ArcaneToast's Avatar
    Join Date
    Oct 2022
    Posts
    9
    Character
    A'elith Rain
    World
    Kujata
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Brightamethyst View Post
    It does not.

    Abilities like Rescue and Shukuchi physically move you along the ground same as if you walked, just faster and with a special animation. That's why you fall off and die if you try to Rescue someone across a hole in a platform and get damaged if you Shukuchi over a ground AoE, and the like. Raise doesn't work like that. You can raise people to places they normally couldn't get to. Across platforms on Diamond, up onto the lamp post in Kugane, etc, meaning the game is actually teleporting you rather than making you move along the ground super fast. THAT is the difference.
    At some point I would love to see movement abilities such as jump not use the floor bit I'm sure there arw a myriad of things to consider if they ever changed that.
    (0)

  4. #34
    Player
    Denji's Avatar
    Join Date
    Sep 2013
    Posts
    894
    Character
    Daddy Milkers
    World
    Behemoth
    Main Class
    Marauder Lv 86
    Quote Originally Posted by ArcaneToast View Post
    At some point I would love to see movement abilities such as jump not use the floor bit I'm sure there arw a myriad of things to consider if they ever changed that.
    it'd break too many things as interesting as it'd be as there are a lot of places that technically have collision as a result of the development process. whether it be the initial designing of things or to future-proof things for the, well, future as well as just the ability to reuse something someplace else (say, a house.)
    there's also the fact that a lot of abilities would allow you to bypass certain movement-based puzzles. raise can also bypass stuff but most of those puzzles are in areas there's no way to die without exploiting blu, which ordinarily isn't that big of a deal. either way it would mean reevaluating collisions in quite literally every map, instance, whatever and creating even more infuriating invisible barriers.

    also gotta take into consideration whether or not the game actually has a way of perceiving a difference between being up in the air and being on the ground. i was operating under the assumption that, say, flying for example is simply the game stating "move character <x> speed but move the model and camera this high up". you're still technically on the ground, you just *see* yourself above from your perspective as opposed to the engine. in fact a lot of engines don't... really take actual 3d coordinates into consideration or use as little of it as they can to reduce overhead and the amount of data transmitted so everything else - at least a good chunk of it, according to the engine - is simply a 2d plane.
    (0)
    Last edited by Denji; 03-22-2023 at 09:04 AM. Reason: typo

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