vector recalculation

Started by kielorz
17/06/2009 16:05
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Lt.RAT24/06/2009 09:36(edited 26/06/2009 10:55)

Allright - Next Try :)

Basically, we get engine velocity, and used it without changing... And calculated extra distance like v.x*t+v.y*t

In Engine, calculated Velocity depends on fps :D
Some logged values of start movement with different frametime:
Frametime: 0.02
Speed per frame: 20, 39, 58, 77...
Frametime: 0.01
Speed per frame: 10, 19.5, 29, 38.5...
Lets calculate distance that we covered with that velocity, with same total time:
0.02*20 = 0.4
0.01*(10+19.5) = 0.295
So, with 50 fps we covered 0.0105 units more (with same time)...

In extra distacne calculation, we used same velocity, but really we change frametime, and engine should give us other velocity...
The main point is manually calculate velocity with custom frametime, to get speed that according our custom frametime and use it in calculation.

>>there is no formula for that
Engine calculate it each frame, how it doing this? random?
>>you can get v(landing + 1) from cs
We cant do that coz custom frametime, and other things like ground friction etc...
>>And i still don t understand how you can use this value for anything usefull...
Im not using that method now, but need that velocity recalculation for other things, usefull things :)

eMTi24/06/2009 10:06(edited 24/06/2009 10:07)

This thread might get interesting when we can get some cheerleaders in here? Honestly, i know any of you guys wants to calculate as precise as possible and so on.. but come on... in the end it's just about 0.00xxx difference between two formulas. Leave it as it is, not worth the effort.

ps: *cheer* go eDark go! *cheer* go eDark go! *cheer* <3 :D

Fliborecord holder Tournament #224/06/2009 12:54

Originally posted by eMTi
This thread might get interesting when we can get some cheerleaders in here? Honestly, i know any of you guys wants to calculate as precise as possible and so on.. but come on... in the end it's just about 0.00xxx difference between two formulas. Leave it as it is, not worth the effort.

ps: *cheer* go eDark go! *cheer* go eDark go! *cheer* <3 :D


Man you're depressing! More accurate is always better!

eMTi24/06/2009 13:21

maybe I'm just a bit too pragmatic :) Nevermind.. ^^

eDark24/06/2009 17:26(edited 24/06/2009 18:30)

[Edit] ok the answer isn t that easy ... and i ll have to do different stuff first

but lt.rat your observations seem to be correct because when you measure the distance after 0.02 sec you get 0.4 with 50fps and 0.29 with 100 fps
however, numb just told me that this isn t the end yet ...
if you run with 250units/s you re slower with 50fps (about 100units per 2000 units)

anyway what this means for us is that you really should use vz(landing) but it is 0 if you want to get it from cs so we ll have to calculate it. I ll post here again when i know more about this things and what it ll change.

and at all posters in this thread: only post if you re contributing to the topic pls!

NumB24/06/2009 17:38

@ eDark
Amen

SchlumPF24/06/2009 17:41

Originally posted by SchlumPF
lt.rat is t3h god, always when he said something edark told me hes wrong (at least when i asked edark :D)

kielorz30/06/2009 06:13

any info?

Lt.RAT30/06/2009 12:42

While jumping i`ve got maximum 0.006883 units difference between methods :) but need work more on that problem.

Fliborecord holder Tournament #230/06/2009 20:01

Originally posted by eDark
if you run with 250units/s you re slower with 50fps (about 100units per 2000 units)


I thought you were faster with lower fps? And ofc slower with higher fps.

faxity30/06/2009 21:54

Originally posted by Flibo
Originally posted by eDark
if you run with 250units/s you re slower with 50fps (about 100units per 2000 units)


I thought you were faster with lower fps? And ofc slower with higher fps.

noe :> try it and see for yourself.. to me it jumps slower but my strafes don't seem to be better because of it.. now it's easier for me to do 7 strafes, though my length sucks harder

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