[DiscordArchive] Hi, im who opened the PR and thanks for the discussion on git, what would be the best or accurate wa
[DiscordArchive] Hi, im who opened the PR and thanks for the discussion on git, what would be the best or accurate wa
Archived author: Pursche • Posted: 2025-09-23T18:04:27.492000+00:00
Original source
No, the upside down pyramid would be more expensive in terms of performance than the radius.
Archived author: Pursche • Posted: 2025-09-23T18:04:38.600000+00:00
Original source
Hang on, time to bring out Paint again.
![[Image: image.png?ex=690c3ae9&is=690ae969&hm=55e...71449202c&]](https://cdn.discordapp.com/attachments/284323424032129024/1420109099860758578/image.png?ex=690c3ae9&is=690ae969&hm=55ed1e9cfd29a06c1f963dcdabe18c5f0a4ff212e4f505a1220b87271449202c&)
Archived author: Pursche • Posted: 2025-09-23T18:06:33.830000+00:00
Original source
This is the issue you were having before, when the client treated collision tests as just a position with no width.
Red is the clientside collider, green is the serverside "collider" and how the server might decide to place the character if there is no +0.5f hack. Notice how the slope is clipping into the pyramid, so if the server forces the player to this position, the clientside physics might decide "we're on the other side of this triangle" and just fall straight through.
![[Image: image.png?ex=690c3ae9&is=690ae969&hm=55e...71449202c&]](https://cdn.discordapp.com/attachments/284323424032129024/1420109099860758578/image.png?ex=690c3ae9&is=690ae969&hm=55ed1e9cfd29a06c1f963dcdabe18c5f0a4ff212e4f505a1220b87271449202c&)
![[Image: image.png?ex=690c3b26&is=690ae9a6&hm=ccb...86358b89f&]](https://cdn.discordapp.com/attachments/284323424032129024/1420109356170481896/image.png?ex=690c3b26&is=690ae9a6&hm=ccb1dfd6ac5a8d0df90ecf79a5e8b311f4d84b9e8a365b0c14226c286358b89f&)
Archived author: Pursche • Posted: 2025-09-23T18:07:35.014000+00:00
Original source
The sphere vs triangle check is instead going to do this:
![[Image: image.png?ex=690c3b26&is=690ae9a6&hm=ccb...86358b89f&]](https://cdn.discordapp.com/attachments/284323424032129024/1420109356170481896/image.png?ex=690c3b26&is=690ae9a6&hm=ccb1dfd6ac5a8d0df90ecf79a5e8b311f4d84b9e8a365b0c14226c286358b89f&)
Archived author: Pursche • Posted: 2025-09-23T18:08:02.393000+00:00
Original source
Yes it's inaccurate, but it's inaccurate in the "safe" direction, of pushing the player further out from the problematic area. Assuming the radius is set correctly that is.
Archived author: Pursche • Posted: 2025-09-23T18:09:42.877000+00:00
Original source
The fact that the client and server doesn't perfectly agree on what the collider looks like is not inherently an issue. The issue is when the server decides the collider is smaller than what the client thinks, places the player too close to a slope, and the client goes "I have no idea how we got here, but I'm slightly under the ground so lets fall"
Archived author: Elitia • Posted: 2025-09-23T18:09:45.939000+00:00
Original source
Now, the golden question (don't laugh at me)
Do we even know if blizz uses the upside-down pyramid server-side?
Archived author: Pursche • Posted: 2025-09-23T18:10:19.370000+00:00
Original source
I have no idea, and frankly since I'm doing Novus stuff I don't want to know either.
Archived author: Elitia • Posted: 2025-09-23T18:10:59.892000+00:00
Original source
So, all the way down to the actual approach i did?
Archived author: Pursche • Posted: 2025-09-23T18:13:10.574000+00:00
Original source
I think your approach is fine. I do think that there should be a lot of testing, especially what happens if you wedge yourself into a corner first and then blink (both into the wedge and away from it). And you might have to slightly adjust the radius you use a bit. And double check so the center of the sphere isn't at foot height of the player, then you need to move up the sphere a bit.