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 Post subject: The wish about the dimensions and the algorithm of the colli
PostPosted: Fri Feb 08, 2019 7:48 am 

Joined: Wed Feb 06, 2019 9:48 am
Posts: 3
Hello! I want to raise the issue of size and scale.
A very unpleasant trend in OS and SL are non-standard sizes of buildings (they are larger than in reality).
The reason for this is the inability to pass into the standard openings.
Now I have 170 centimeters an avatar, and can't go through the openings more of its dimensions (70 cm by 180 cm), not to mention the openings of a smaller size. But in life a person can go sideways or Crouch, or crawl.
Please consider changing the algorithm for calculating collisions with obstacles.
Please add to the algorithm code that calculated the possibility of passage through the dimensions. If the avatar is some sort of size () can squeeze into the doorway, then he should squeeze. And the animation works
- squeezed sideways.
- squeezed on all fours
- squeezed his way through one leg then the other.
The impossibility of passage in a standard structure a very bad effect on the realism of the world. Everything has to be done on a larger scale, and people become like Lilliputians in a giant's house. In fairly cases, that's fine. But it is impossible to create for example copies of the office. You have to edit the buildings imported from the standard project.
The same thing to think about when faced with furniture. It is clear that in life a person goes around the furniture, he sees it and the body as it can go around. Avatar doesn't know it and bangs everywhere. It kills realism.
Still it is necessary to study the camera to the standard room focus expanded and the camera did not go beyond the walls. At some point, the camera can automatically switch to the first-person view when there is not enough space, and then back.
It's bad when the avatar is 160 cm can not pass the door of 180 cm.
Very bad situation with stairs, there in many places even with large openings avatar gets stuck.
Buildings of increased size pull the fact that people begin to increase the furniture, and for the increase in furniture, many are trying to increase the avatar. Has become the norm avatar 200 or more see A this in turn again causes a problem of passage to the openings already integrated buildings. And so vicious circle.


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 Post subject: Re: The wish about the dimensions and the algorithm of the colli
PostPosted: Fri Feb 08, 2019 8:09 am 

Joined: Wed Feb 06, 2019 9:48 am
Posts: 3
This is especially noticeable on yachts, airplanes, cars. There are a lot of 3D building projects that could be imported into OS. But this is difficult, because then they have to be heavily modified and increased.
Bvlo would be more logical to simply rework the algorithm for determining the dimensions and the mechanism of passage (squeezing) into the openings. The algorithm should calculate what's the picture (horizontal, vertical) is less opening, and in which the position is able to overcome the gap. After all, avatar flexible.But to start at least remove the bug that can not pass in apertures of dimensions bigger than myself.


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 Post subject: Re: The wish about the dimensions and the algorithm of the colli
PostPosted: Fri Feb 08, 2019 7:16 pm 
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