linkoid
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| Joined: 03 Feb 2012 |
| Total Posts: 160 |
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| 12 Feb 2015 04:42 PM |
Those familiar with guns in Roblox should be familiar with something called "Raycast", a gun system that uses rays instead of physics making weapons faster and more stable. There are a few drawbacks to this however; rays cannot be "bent" making it impossible to create something that has an arched path such as a grenade launcher, or something similar to a Rocket launcher that is slow because rays can only travel instantly and cannot be "resized", they are also not the most pleasing in appearance because the best bullet visualization that can be created is limited to a straight line. Rays also do not have a realistic standpoint because bullets do not truly travel instantly, they will actually slow down at long distances, and are affected by gravity causing bullet-drop.
The solution to this? Segmented Raycasting! By splitting a ray into segments, it is possible to do a multitude of adjustments. This allows for real travel over time, arcs, bullet-drop, unique weapons such as Halo's Plasma Rifle or Boomerangs (yes, it comes back to you), weapons that reflect off walls, and even Player launchers! All this is accomplished with great efficiency because it uses rays, instead of physics.
The possibilities of this seem endless! It is impossible for a human brain to comprehend the concept of infinity, therefore if any of you have ideas of what more could be done, please share them with me.
You can see an example of this here (It uses the CreatePlaceAPI so you need to go stand on the green line and you will be teleported to the game after about a 30s)
j.mp/SpaceBears-RBX
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Xsitsu
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cntkillme
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| Joined: 07 Apr 2008 |
| Total Posts: 44956 |
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| 12 Feb 2015 04:45 PM |
| Raycasting is not a gun system, and it does not use rays instead of physics. In fact, it has nothing to do with physics. And of course tl;dr'd (sorry) but cool I guess. |
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linkoid
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| Joined: 03 Feb 2012 |
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| 12 Feb 2015 04:50 PM |
The fact that you responded within one minute and other minor details, leads me to the conclusion that you barely read anything...
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cntkillme
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| Joined: 07 Apr 2008 |
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| 12 Feb 2015 04:52 PM |
| It doesn't matter, he's right (no offense, if for whatever reason that offends you). |
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linkoid
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| Joined: 03 Feb 2012 |
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eLunate
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| Joined: 29 Jul 2014 |
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| 12 Feb 2015 04:58 PM |
| Yes. Infact, it simply involves cutting up your target raycast into iterations. Not that hard, nothing new. |
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linkoid
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| Joined: 03 Feb 2012 |
| Total Posts: 160 |
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| 12 Feb 2015 05:06 PM |
You dont need to tell me how to do it cause I already have...
I already made something that already exists...
again...
WHAT WAS THE PURPOSE OF MY LIFE!
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eLunate
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| 12 Feb 2015 05:10 PM |
Idk.
Go innovate. Go make some awesome pathfinding things. Go make a framework, or a game service.
Go make miracles. |
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linkoid
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| Joined: 03 Feb 2012 |
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| 12 Feb 2015 05:22 PM |
Greatness is not spurred from pitty.
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cntkillme
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| Joined: 07 Apr 2008 |
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| 12 Feb 2015 05:23 PM |
Greatness is not spurred from Roblox. hahahah inb4hate |
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linkoid
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| Joined: 03 Feb 2012 |
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| 12 Feb 2015 05:26 PM |
Well, actually, I think it's great for teaching the newcomers. It's easier than how I learned.
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eLunate
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| Joined: 29 Jul 2014 |
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| 12 Feb 2015 05:27 PM |
| Make a module for your iterable raycasts. |
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linkoid
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| Joined: 03 Feb 2012 |
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| 12 Feb 2015 05:30 PM |
already did
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cxcharlie
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| Joined: 26 Aug 2009 |
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| 12 Feb 2015 05:48 PM |
| Why did you even post this, most of us already know this.. |
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| 12 Feb 2015 06:05 PM |
This is actually extremely old.
Reflective raycasting has already been done years ago and there's even a blog article on it:
http://wiki.roblox.com/index.php/Raycasting |
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