Here's a question id love to know the answer to..
What is the technical reason why developers of these games (fps in general) never seem to be able to implement a system that finally gets rid of the "see just a guys forehead and somehow end up getting shot by him" routine that seems all too commonplace these days? They make all these other advances in rendering, destruction, sound etc but some of the basics like the issue above should really have been nullified many years ago.
Its one of those weird issues that seems to have mostly stuck around for years and never really been tackled in any meaningful way. The worst game for it was MOH:AA, you could literally have a slither of a player model poking around a corner and yet still end up being shot by it. Is it a geometry thing or something to do with how maps and cover work, how the camera system is positioned inside the player model, or is it just laziness? It seems to rear its head mostly in games that have a lean function, so presumably its something to do with the engine determining how much the player can see and not getting it right?
What is the technical reason why developers of these games (fps in general) never seem to be able to implement a system that finally gets rid of the "see just a guys forehead and somehow end up getting shot by him" routine that seems all too commonplace these days? They make all these other advances in rendering, destruction, sound etc but some of the basics like the issue above should really have been nullified many years ago.
Its one of those weird issues that seems to have mostly stuck around for years and never really been tackled in any meaningful way. The worst game for it was MOH:AA, you could literally have a slither of a player model poking around a corner and yet still end up being shot by it. Is it a geometry thing or something to do with how maps and cover work, how the camera system is positioned inside the player model, or is it just laziness? It seems to rear its head mostly in games that have a lean function, so presumably its something to do with the engine determining how much the player can see and not getting it right?
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