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Bug Beta 1-5 Incorrect render of projectiles after transform

by Andrew13 · in Torque 3D Professional · 05/10/2009 (2:41 pm) · 17 replies

To repro

Create new Project - Template Full
All advanced lighting options off

Add the following code to either swarmgun.cs or crossbow.cs at the end of the OnFire block

%obj.client.setControlObject(%obj.client.camera);  
    %obj.client.camera.setOrbitMode( %p, %p.getTransform(), -7, 1.0, 1.1);

Fire projectile. rotate camera and observe effect.

two things seen

1.) projectile position "skips" back and forth along flight path

2.) particle trail is offset from rear of projectile ( appears to be vertical offset)

XP SP2 Geforce 9600M GT Core Duo 2

previously seen in TGEA 1.8.1 - thread here
http://www.garagegames.com/community/forums/viewthread/88579

#1
05/11/2009 (4:38 pm)
Logged as THREED-434
#2
08/01/2009 (3:47 pm)
bump

Still present in Beta 3 ( Mac and PC )

Confirmed in Beta 4 ( PC only confirmed due to projectile visibility bug in Mac Beta 4)
#3
08/02/2009 (3:56 am)
I remember this.
I believe it is not a bug,it is the way how projectile works.
#4
08/02/2009 (12:11 pm)
1 - sounds like an interpolation artifact

2 - depends on the object's origin and/or emitter point. The emitterData itself can also adjust the offset
#5
08/02/2009 (3:28 pm)
I really think this is not the way a projectile should work .

Consider that this bug is visible from a 3rd point (camera) as well . So another player logged in also sees the same effect , that the projectile moves backwards and forwards along it's path .

this thread covers most of the things tried

http://www.garagegames.com/community/forums/viewthread/88579

The offset is also problematic . I tried changing data-block properties and was unable to get the particle trail to stay behind the projectile. With the projectile position changing its hard to judge if the emitter is placed correctly

actually on second thought it appears the particle emitter position stays constant and the projectile shape is what is mis-positioned, at least in T3D with the ram rifle.

This effect is harder to see with the T3D stock weapons. The swarm gun from TGEA illustrated the problem much more clearly . the addition of the isBallistic flag also helped.
#6
08/02/2009 (5:19 pm)
I agree, because that can be disturbing to see in a slow moving projectile.

Interesting observation that the effect is harder to see with the T3D stock weapons, especially since all of them use the same projectile shape as the swarm gun. The reason that the isBallistic flag is used in Torque3D was because I wanted the projectiles to drop over distance like "real" ones... it's a little illuminating that you note that it helped.

The reason that I think point#2 depends on the object's origin and/or emitter point is because the projectiles were originally using the old crossbow bolt shape and I switched them to the swarmgun rocket shape after noticing that it's emitter offset was much less than crossbow bolt's placeholder art ;).
#7
08/02/2009 (6:23 pm)
the vertical offset has existed in Torque for a long time. TGEA has had it (and still has it) for its whole lifetime.

the default crossbow from tgea shows the problem pretty well as the trail is always above the bolt.
#8
08/02/2009 (7:40 pm)
the isBallistic flag is wonderful addition to the projectile class . IMO its a definitely a useful a must have.

However using it makes the problem so much more visible . Not having it however the problem still exists .. i verified the problem by watching the stock ram rifle projectile.

The projectile shape does not seem to effect the problem ..although very large projectiles make the effects seem comical .


The emitter offset problem seems reduced in T3D likely due to the changes you made. The question becomes how does one "set" the emission point ?

I am really glad this is getting looked at . Its holding back some projects i am working on.
#9
08/30/2009 (4:50 pm)
Still visible in Beta 5 in both new project and FPS kit

Interesting to note the "range" of the skip.

as illustrated below it appears the projectile "hops" between points 2-5, only occasionally appearing at point 1.



(warning crude graphic)

projectile path
origin
*****************************
^visble particle trail^ 1 2 3 4 5
#10
10/04/2009 (5:55 pm)
The problem still exists in release 1.0

The particle trail offset is fixed .

However the projectile skipping is still present .

Any suggestions on how to make this stop ?

Can i provide any more information to find the problem ?
#11
03/01/2010 (4:07 pm)
Confirmed still in the 1.01 version on the Mac under 10.6.2.

I will test the PC next
#12
06/10/2010 (12:50 pm)
Logged TQA-342
#13
06/10/2010 (1:46 pm)
Confirmed as fixed for 1.1 Beta2.
#14
06/10/2010 (2:06 pm)
Quote:
1.) projectile position "skips" back and forth along flight path
This is still reproducible with a current build from repo (10 June 2010) - so not fixed.
#15
08/02/2010 (4:38 pm)
Fixed in 1.1 Beta 2
#16
08/04/2010 (1:23 pm)
Nope, this (issue #1) still occurs in Beta 2.
#17
08/05/2010 (12:13 am)
Glad this problem is getting looked at .

PLease let me know if i can help .