Forums WoW Modding Support Archives TrinityCore Discord Archives [DiscordArchive] Hello, how does World of Warcraft do its physics calculations? Are all collisions and therefore mesh

[DiscordArchive] Hello, how does World of Warcraft do its physics calculations? Are all collisions and therefore mesh

[DiscordArchive] Hello, how does World of Warcraft do its physics calculations? Are all collisions and therefore mesh

Pages (2): 1 2 Next
rektbyfaith
Administrator
0
07-08-2024, 03:02 PM
#1
Archived author: Agac • Posted: 2024-07-08T15:02:12.648000+00:00
Original source

Hello, how does World of Warcraft do its physics calculations? Are all collisions and therefore meshes located on the server?
rektbyfaith
07-08-2024, 03:02 PM #1

Archived author: Agac • Posted: 2024-07-08T15:02:12.648000+00:00
Original source

Hello, how does World of Warcraft do its physics calculations? Are all collisions and therefore meshes located on the server?

rektbyfaith
Administrator
0
07-08-2024, 03:06 PM
#2
Archived author: jackpoz • Posted: 2024-07-08T15:06:04.253000+00:00
Original source

client does its checks, server does its checks
rektbyfaith
07-08-2024, 03:06 PM #2

Archived author: jackpoz • Posted: 2024-07-08T15:06:04.253000+00:00
Original source

client does its checks, server does its checks

rektbyfaith
Administrator
0
07-08-2024, 03:12 PM
#3
Archived author: Northstrider • Posted: 2024-07-08T15:12:03.809000+00:00
Original source

VMaps are line of sight data which are used for collision raycasts and MMaps are navmeshes built from the world geometry to provide ground data
rektbyfaith
07-08-2024, 03:12 PM #3

Archived author: Northstrider • Posted: 2024-07-08T15:12:03.809000+00:00
Original source

VMaps are line of sight data which are used for collision raycasts and MMaps are navmeshes built from the world geometry to provide ground data

rektbyfaith
Administrator
0
07-08-2024, 03:12 PM
#4
Archived author: jackpoz • Posted: 2024-07-08T15:12:57.303000+00:00
Original source

mmaps is not really collisions though, it's a simplified version for fast pathfinding
rektbyfaith
07-08-2024, 03:12 PM #4

Archived author: jackpoz • Posted: 2024-07-08T15:12:57.303000+00:00
Original source

mmaps is not really collisions though, it's a simplified version for fast pathfinding

rektbyfaith
Administrator
0
07-08-2024, 03:13 PM
#5
Archived author: Northstrider • Posted: 2024-07-08T15:13:37.204000+00:00
Original source

yeah, for serverside actions. the client obviously uses the real geometry to stick creatures to the surface as long as the serverside position isn't off too much
rektbyfaith
07-08-2024, 03:13 PM #5

Archived author: Northstrider • Posted: 2024-07-08T15:13:37.204000+00:00
Original source

yeah, for serverside actions. the client obviously uses the real geometry to stick creatures to the surface as long as the serverside position isn't off too much

rektbyfaith
Administrator
0
07-08-2024, 03:13 PM
#6
Archived author: Agac • Posted: 2024-07-08T15:13:58.075000+00:00
Original source

But I guess wow doesn't use raycast much. Since we cast spells with selecting the target, I guess the load was quite low on physic calculation side.
rektbyfaith
07-08-2024, 03:13 PM #6

Archived author: Agac • Posted: 2024-07-08T15:13:58.075000+00:00
Original source

But I guess wow doesn't use raycast much. Since we cast spells with selecting the target, I guess the load was quite low on physic calculation side.

rektbyfaith
Administrator
0
07-08-2024, 03:14 PM
#7
Archived author: Northstrider • Posted: 2024-07-08T15:14:20.471000+00:00
Original source

line of sight checks for spells are fully server side and must be done with our own collision data
rektbyfaith
07-08-2024, 03:14 PM #7

Archived author: Northstrider • Posted: 2024-07-08T15:14:20.471000+00:00
Original source

line of sight checks for spells are fully server side and must be done with our own collision data

rektbyfaith
Administrator
0
07-08-2024, 03:14 PM
#8
Archived author: Northstrider • Posted: 2024-07-08T15:14:38.965000+00:00
Original source

(which we generated from the game's ingame geometry)
rektbyfaith
07-08-2024, 03:14 PM #8

Archived author: Northstrider • Posted: 2024-07-08T15:14:38.965000+00:00
Original source

(which we generated from the game's ingame geometry)

rektbyfaith
Administrator
0
07-08-2024, 03:15 PM
#9
Archived author: Agac • Posted: 2024-07-08T15:15:32.272000+00:00
Original source

As far as I understand, you export this collision information from the client somehow?
rektbyfaith
07-08-2024, 03:15 PM #9

Archived author: Agac • Posted: 2024-07-08T15:15:32.272000+00:00
Original source

As far as I understand, you export this collision information from the client somehow?

rektbyfaith
Administrator
0
07-08-2024, 03:17 PM
#10
Archived author: Northstrider • Posted: 2024-07-08T15:17:12.179000+00:00
Original source

we are essentially extracting the meshes from the client and use the surface data of them to calculate our own collision data from it which are known as VMaps. Since we obviously have no access to Blizzard's own data, we create them ourselves
rektbyfaith
07-08-2024, 03:17 PM #10

Archived author: Northstrider • Posted: 2024-07-08T15:17:12.179000+00:00
Original source

we are essentially extracting the meshes from the client and use the surface data of them to calculate our own collision data from it which are known as VMaps. Since we obviously have no access to Blizzard's own data, we create them ourselves

Pages (2): 1 2 Next
Recently Browsing
 1 Guest(s)
Recently Browsing
 1 Guest(s)