Also that mini heart attack. .


What do you think? Give us your opinion. Anonymous comments allowed.
User avatar #50 to #2 - Gandalfthewhite (05/24/2013) [-]
i lost shadowmere a little while ago and now i really want to find her to level up my skills. i actually left her somewhere and i really don't remember where
User avatar #20 to #8 - masterspectre (05/24/2013) [-]
I prefer Arvak.
#3 to #2 - pooflinger (05/23/2013) [-]
Cousin of the Lord of all Horses.

Cousin of the Lord of all Horses.
#9 - girrafalopegis ONLINE (05/24/2013) [-]
Comment Picture
User avatar #10 to #9 - undeadwill (05/24/2013) [-]
User avatar #13 to #10 - dabronydude (05/24/2013) [-]
his feet is stuck in the ground, still very impressive.
User avatar #28 to #10 - nervaaurelius (05/24/2013) [-]
From what the comments on the Youtube say there is apparently a string attached.
#5 - kafudamapla (05/23/2013) [-]
Work those toes
Work those toes
#63 to #5 - anon (05/24/2013) [-]
#29 to #11 - gilfhunter (05/24/2013) [-]
Where the **** is that?
User avatar #41 to #29 - niggernazi (05/24/2013) [-]
a black man
User avatar #57 to #48 - jonnyfunk (05/24/2013) [-]
wow ...
User avatar #71 to #57 - niggernazi (05/24/2013) [-]
suck me
#62 to #48 - mmajunkie (05/24/2013) [-]
ha... how funny
ha... how funny
#69 to #48 - anon (05/24/2013) [-]
> Where
User avatar #70 to #69 - niggernazi (05/24/2013) [-]
in the mirror
#43 - HordeyWordey (05/24/2013) [-]
And then there's this ************
#44 to #43 - whatwhen (05/24/2013) [-]
**whatwhen rolled a random image posted in comment #218 at Xbox One ** jackie chun, **** yeah
#1 - mraye (05/23/2013) [-]
User avatar #6 - pfccross (05/23/2013) [-]
minecraft: bitch please
#35 - symphonyofspecters (05/24/2013) [-]
While we're on the topic of faulty game mechanics...
While we're on the topic of faulty game mechanics...
User avatar #38 to #35 - nikkeem (05/24/2013) [-]
Wasnt they supposed to not attack you, when you didnt move?
#58 - jonnyfunk (05/24/2013) [-]
This image has expired
falling is for noobz
#45 - loveyameanish (05/24/2013) [-]
Comment Picture
#55 - cula (05/24/2013) [-]
These days I don't worry about that anymore..
User avatar #61 to #55 - ldial (05/24/2013) [-]
the eel was cash
#14 - amuzen (05/24/2013) [-]
depends on the game
the actual universal game logic is you don't fall until your bounding box is completely over the edge.
User avatar #15 to #14 - taintedangel (05/24/2013) [-]
or if you programmed it more advancedly with per-pixel collisions, the bounding box isn't as necessary since it will only look for the pixels of the sprite that are touching the ground/platform. the bounding box usually is alot bigger than the sprite.
#16 to #15 - amuzen (05/24/2013) [-]
havent actually made sprite games so far only done a bunch of playing around 3D physics engines so I guess I probably put my foot in my mouth there
User avatar #17 to #16 - taintedangel (05/24/2013) [-]
i wouldn't know too much about d3 models, since i haven't learned that much yet. but i doubt it wouldn't be too different than what i mentioned above, but instead of a bounding box it'd be a bounding cube. or am i off on that?
#25 to #17 - Fgner (05/24/2013) [-]
Nope, can't do per pixel collision detection in 3 dimensional space. While in 2D space you're given the nice abstraction of pixel reference, in 3D pixels aren't real - position vectors are measured in sets of 3 or 4 (single-precision) floating points.

Collision detection in 3 dimensional space or the 4 dimensional "clip space" involves pure mathematic calculation to detemine the collision of two vectors. It's no longer just bound checking. It's quite an expensive operation, actually. Which is why they stick to bounding boxes and do a simple "are these bounding boxes inside each other yet?" (of course I'm abstracting the huge LOD and culling procedures they do to optimize even that cheap-ass procedure - since it happens SO MANY times).
#18 to #17 - amuzen (05/24/2013) [-]
It's kind of a bounding whatever it's not nessecarily a box and it's possible to make it more of a bunch of boxs.
#26 to #18 - amuzen (05/24/2013) [-]
and even then it depends on the engine your using it's possible to make engines kind of like what you described that just sort of detects when two polygons are touching (essentially the pixels of 3D modeling) they create a sort of invisible field between the two stopping them from going through eachother
#27 to #26 - amuzen (05/24/2013) [-]
However yeah it's super expensive to do that so it's generally kept to simple geometry, cubes and spheres.
#30 to #27 - breymac **User deleted account** has deleted their comment [-]
#31 to #30 - amuzen (05/24/2013) [-]
for characters and a few simple items its usually ok but for like the environment and **** .
#32 to #31 - breymac **User deleted account** has deleted their comment [-]
User avatar #72 to #32 - Fgner (05/24/2013) [-]
Then you're wasting quite a lot of processing power...

For rocks use a box. For trees use branching boxes or just one big bounding box on top of a little one. There's no reason you'd need to have a CONE. The entire world should be represented solely of boxes. The only time physics should ever be used on a per-polygon basis is in very special cases. Just the same for 2D collisions, per pixel checks are very costly - so only do it when absolutely necessary. Bounding boxes or LOD bounding boxes are almost always faster and accurate enough the human eye can't perceive it.

The way you're making a game will not scale at all. Keep it as simple as possible. Stop wasting all that power.

Also a polygon is nothing like a pixel...
#33 to #32 - amuzen (05/24/2013) [-]
Those qualify as simple geometry
#24 to #18 - Fgner (05/24/2013) [-]
It's a bit more complicated than that.

While you could use shapes other than cubes, it's very costly to do so. Therefore the general consensus is bounding boxes are used for the majority of objects.

For more complex objects or objects that need precision bounds checks - multiple bounding boxes are used of various sizes and location (often connected to a mesh's skeleton rather than vertices) to represent the more complex shape. Often even in these complex objects they control the number of bounds checks required by using a LOD tree associated with distance from target. As well, they also use location culling - basically another LOD tree that determines of objects are within the same local zone to even have the option to interact. Since handling LOD and culling procedures is far faster than dealing with high numbers of collision mathematics.

God I love programming.
#65 to #24 - anon (05/24/2013) [-]
You have been watched legally for dishonest bisned practice ( RUMOR HAS IT) SINCE 200? MR BILL KILLING HIS WIFE DEBZ- HUH DNA? TELL TRUTH- KILLINGS/ HACKINGS- SSHHHHHH- I FUNSLLY GOT TO MENTION TRUTH LADT YEAR/ U WATCHED PHONY PIZTINGS BIRCH/ D SMUTH/ we felt bad/ u used family/ small cell each meme/ haha. Like luzs house??
User avatar #19 to #18 - taintedangel (05/24/2013) [-]
Ah I see.
#22 to #14 - Fgner has deleted their comment [-]
User avatar #36 to #14 - zeroxnight (05/24/2013) [-]
which is why enemies hurt me without touching me. then need only be inside the bounding box of my character
#53 - ieatyououtaldaylon (05/24/2013) [-]
Gaming rules thread?
User avatar #56 to #53 - calawesome (05/24/2013) [-]
It doesn't? (sprints off to xbox)
User avatar #7 - drakerulez (05/23/2013) [-]
His center of gravity are in those toes man.
#64 to #7 - anon (05/24/2013) [-]
5 piggies that she trapped him with/ grampa/ hates his/ we forgiven/ shared nope/ pregnant again!!! Right lisp hater! Marry me for them? Nope? Or okay?
User avatar #21 - plainarcane **User deleted account** (05/24/2013) [-]
That's ridiculous, any less than two centimeters of shoe and you fall.
User avatar #37 to #21 - plainarcane **User deleted account** (05/24/2013) [-]
It was a joke people.
#42 - nordicmike (05/24/2013) [-]
Because a 25 year old video game should be the standard of realism. **** logic when you compare a video game and cartoon show to reality.
#51 to #42 - satnaam (05/24/2013) [-]
**satnaam rolls 841**

User avatar #52 to #42 - ieatyououtaldaylon (05/24/2013) [-]
It's true for gaming now to.
User avatar #4 - martiini (05/23/2013) [-]
This is why you should never skip toeday.
#47 - thechosentroll (05/24/2013) [-]
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Unless it's assassins' creed. Slipping and falling off a ledge is soooooooooo much fun.
#74 - anon (05/30/2013) [-]
he is standing on 2pixels + - 1px. It's so blurry :S
#73 - whatsbutthurt (05/29/2013) [-]
**whatsbutthurt rolled a random image posted in comment #8 at Yo Dawg ** MFW
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