Jump to content

Reason for ghosting through potential tackle understood...


bruddog

Recommended Posts

Tecmo's collision detection is somewhat optimized but it only checks two offensive players per frame. 

 

It's possible in the worst case scenario if the two players are moving fast enough in the x direction( basically both players moving totally horizontal) that by the time the collision detection gets back to checking that player that the player is past the +/- 8 pixel ( 1 yard) hit box. 

 

 

1. The players have to be checked for collision right when they are just slightly too far enough away. 

2. The players have to be pretty fast players due to attributes or conditions

3. The players have to be pretty much going at each either in the horizontal direction at full speed. At least for a few frames

 

Then you get the edge case shown below. The game does not subtract the sub pixel (deccmal) x-location only the integer location. 

 

 

tecmo_col_Edge.png

 

One solution would be to make the hit boxes slightly bigger (1 pixel).  Another solution would be to see the collision checking could be made more efficient so that more than 2 players per frame could be checked. 

 

 

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...