Originally Posted by Alanim
This is a example of what I mean.
This should be fine in almost all cases.
*edit* forgot to mention that the green part has a repelling force.
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You get it, and you put it in visual form. Excellent work.
This is very much along the lines I was thinking.
That red core would represent the center of mass of the player. His shoulders and arms (and a bit of his legs) would represent the green part.
Two players would have a hard time standing with their shoulders clipping into each other, because they would be repulsed away. Ordinarily, you would see stationary players standing far enough apart that nothing is clipping (except maybe a large gun like in a lot of games). Additionally, you would NEVER see more than one person standing on the same patch of real estate at the same time.
Ironically, this would mean LESS clipping than in Planetside, since you could have more than one person standing in a spawn tube in PS1. In this, players spawning into an occupied tube would get pushed out.
Clipping of any kind IS lame. But there will be at least a little clipping somewhere in any game for the foreseeable future. That's just the limitations of modern software and hardware.
It's always good to minimize such ugly game-isms, but sometimes function has to come above form.
I do not think that we need to have players running straight through each others bodies. I DO think that we should be able to work our way past walls of friendlies.
For me, the most immersive solution of all would be to actually show animations for how you are managing to jostle your way through the crowd. That's not going to happen in PS2, certainly not at launch.
The second most immersive solution is like Alanim described.
I don't find running into a brick wall created by my allies to be much less immersion breaking than running head long through their torso. Neither are immersive. Neither make sense.
This is about a compromise between immersion, gameplay and development time.