»jabjabjab Posted April 27, 2007 Report Posted April 27, 2007 !@#$%^&*o. Jab here again. I had an idea that scince LVZ was able to be pixel by pixel.. what if someone like Drake7707 could make programming to where you can make a tile that was one pixel.. a special tile.. you know.. size. there is grids for 16 pixels.. thats default.. i wonder if we can go smaller than that.. so we wont have diagonal problems with tiles.. and corner bumping. it would be VERRRY interesting for drake to reply in this topic because he always has great responses to these kinds of questions. thanks for reading and plz tell me if this is possible.. and how or w/e you think on this topic. JabJabJab
Samapico Posted April 28, 2007 Report Posted April 28, 2007 With all due respect to Drake, I doubt he can do anything about that... LVZ have NOTHING to do with tiles... the tiles are 16x16, and that's for Continuum.exe to decide that, no bot, not even a ASSS hack can do anything about it. The only thing that 'could' be possible is for ASSS to do stuff on pixel level... like if player X is at (x,y), do something with some packets ... I dunno...But it can't make someone bounce off a solid 1x1 block PLUS, even if THAT was possible, it wouldn't fix anything for diagonal bumping... you could hit a round edge, and bounce off vertically or horizontally, depending on the pixel you hit.
Drake7707 Posted April 28, 2007 Report Posted April 28, 2007 it is possible, but that would be either hacking the client & server and make the necessary adjustments (near impossible) , or rewrite the client & server from scratch (would be the easiest solution) but that could just have diagonal support. Btw, have you stood still by the memory usage it would take if each tile was 1px instead of 16px ? you have max 1024x1024 tiles on a map, with tiles being 16x16, now if tiles were 1px, then it would be 16384x16384 tiles, meaning max 268 435 456 tiles. Now if each tile was 1 byte, that would be a memory usage of 256mb for 1 map. If you do some operations on it that would involve only 1/4 of the map, taken with some memory wasting, approximatly 500-600mb of ram. Then again, tile being 1px is the equivalent of pixel perfect collision. A tile still remains a square, how small you take it, so if you have an double precision accuracy, it would still be either a vertical or horizontal bump against the tile, meaning it would still be the exact same way as it was 16x16 for a tile. To have physics accurate reflection, you'd need to define walls as vectors or lines. So yeah, impossible
Bak Posted April 28, 2007 Report Posted April 28, 2007 You could probably come up with a better way to store the map than a huge array though; even simple RLE compression would usually drastically reduce the size.
Drake7707 Posted April 30, 2007 Report Posted April 30, 2007 its always down to the memory vs cpu tradeoff
»doc flabby Posted May 9, 2007 Report Posted May 9, 2007 In a future client it would be better to use a vector based map format rather than tiles if pixel perfect was required. Map sizes would increase however still.
»jabjabjab Posted May 9, 2007 Author Report Posted May 9, 2007 SO will connection speeds by that time too.
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