When will clipping be solved in video games?

I don't like clipping. It's distracting, rough, and irritating and it shows up everywhere.

Other urls found in this thread:

en.wikipedia.org/wiki/Euclideon
youtubedoubler.com/?video1=https://www.youtube.com/watch?v=oOYrCHi7yjM&start1=7&video2=https://www.youtube.com/watch?v=jT-qjyJKtzU&start2=0&authorName=aphrocarlin
twitter.com/AnonBabble

Unf, post more.

Yes, just not in videogames. Look at CGI movies, no clipping

I meant HIGH budget movies, before you mention ratatoing and the little panda fighter

Dude, it's been solved, remember.

en.wikipedia.org/wiki/Euclideon

UNLIMITED DETAIL TECHNOLOGY
TOTALLY NOT VAPORWARE OR A SCAM
ANIMATIONS TOTALLY WORK, DON'T LET COMP-SCI GRADUATES TELL YOU OTHERWISE

When OP stops being a fag. Now solve these dubs.

i was just wondering what had happened to this

WITH THE POWER OF DOTS ALL GAMES WILL BE ULTRA

To be fair, they're MOVIES and aren't rendered just once for the viewer. They can render the scene as many times and in as many ways as they want, change camera positions, and throw in post-production frame-by-frame editing to remove visual clipping issues.

I'm still waiting for the day we can have top-quality hair physics that don't clip through everything and ruin the experience.

Also, breast physics are nice and everything but it's pretty fucking frightening when the breasts clip into each other, or the girl manages to clip her arm through her breasts.

I've seen tech demos of that shit, but it never claims anything in terms of physics. Can you imagine the amount of CPU usage required to calculate all those collisions at once?

It's a perfectly fine technology/product, it's just mismarketed.

If they were trying to present it as something that needs the detail and is generally static, such as an MRI scan or other medical imaging technology, they would have a difficult market to break into, but a very attractive product that fits into a niche that needs it.

However, they initially presented it as a revolutionary vidya tech, which is wrong because it doesn't work in realtime, and doesn't have shit for physics or animations.

UNLIMITED DETAIL TECHNOLOGY WILL WORK ON A SINGLE PENTIUM 4 PROCESSOR AND 512MB OF MEMORY
COMPUTER SCIENCE PROFESSORS ARE EDUCATED STUPID AND DESERVE DEATH

...

POLYGON BREASTS ARE EVIL ONLY ANIME TITS MADE OUT OF UNLIMITED ATOMS HOLY
EUCLEDION LOGIC WORKS POLYGONS EATEN ALIVE BY NVIDIA NO RECORD OF THEIR DEATH

Damn, double hit. KO.

Clipping will be "solved" when we stop using simplified meshes for narrow phase collision detection. Clipping isn't a problem, it's a side effect.

Deadlines, it's always deadlines. Ain't nobody got time to fix clipping issues.

Everything is a cheat in current game physics, be it skinned meshes matched to rigid bodies, low detail soft bodies approximating the behavior of a highly detailed and faceted surface, or dismally detailed 3D textures approximating volumetrics. Game physics is solved when it can run similar to real physics: finely grained at least to a macro-molecular, grain-of-sand scale.

Unlimited Detail works fine but it's not made for games. For example, you can't animate it, its all just static. It was made for medical scanning, geo scanning, architecture and design.

Why is patchy kneeing some bloke in the junk? Is there more records of this? For academic purposes of course.

Once we have computers that can simulate reality perfectly down to the subatomic scale and build character models out of simulated atoms.

Fuck that's sexy

MY DICK!!! MY DICK!!! WHAT ARE YOU DOING TO MY DICK!!!!

Yeah if meshes were a little more sophisticated, filled out and frankly, not really 'meshes' anymore but something more substantial that would solve a lot of the issue. maybe make everything out of tiny rings laid atop one and other or spheres perhaps not as extremely dinky as suggests but in that direction.

It'd have to be a totally new engine of course which would go unused for fucking ever cos lazy, known quantities rule the day.

Literally never because it is not worth the resources.

Probably from the same fag who makes the garbage models and videos that you just posted.

...

It appears like the answer to most 'When oh when?' questions I've seen in the last few months is:

"When the industry collapses and is slowly brought back to life as something (hopefully) much less shit and not infested with failures."

That seems to cover about 90% of them.

Because it would take a phenomonal amount of effort, both in terms of computing power and by the devs to ensure that it worked.

Think of an RPG.
Let's say there's 10 weapon types and 6 armour pieces.
Now you make a bunch of joke/edgy/normal weapons and armour and end up wth 100 of each.
So, now someone needs to sit there and ensure that every weapon doesn't clip with every armour piece.
And that's just for the player character. Someone has to test all enemies, objects, environments etc.

OR

They make the computer do it on the fly, with accurate collision boxes beyond simple cubes that games still use, despite more complex hitboxes being possible. Now every object has a perfect hitbox and is computing collisions 100%.
This then increases the effort on your computer and has to be tested to ensure it runs properly and doesn't cause more problems, which I'm sure it would.

Either way, it's more manpower required by the devs, so they don't do it as people just accept it.
As soon as one dev does it in a successful RPG or something, everyone will jump onto it, but that will be a while off as it's complex for a large game.


If you just want it in shitty porn games by Illusion, then that will come about sooner.
Stop making this thread constantly. This is the 5th thread about clipping I've seen in 2 months.

So first results on random google searches?

Don't do that to Len

When games start programming themselves.

for every weapon for every armor for every animation for every frame if checkForCollision(weapon,armor) print("that's where you're wrong, kiddo")

but im into ryona

You missed the part where it does that for every single monster, every single attack/projectile they use, every single object like a crate that fractures into 30 pieces, every single tree/leaf, every single fucking thing.

Then that all has to be checked by the computer in real-time, 60FPS, all without the game lagging constantly and melting nVidia GPUs (which happens anyways, but this speeds up the process)

Octree subdivision and simplified bounds checks (check if in box before checking in highly complex sword mesh) make this easier. The computer is not testing all things against all things all the time.

It's checking everything within render distance. You could make it only detect collisions within a certain radius of the player, but then something on the horizon would still clip, and even then there'd have to be a basic collision test for faraway objects so they don't fall through the floor.
Now you have 2 collision engines that magically swap to each other depending on your position.

When we have greater computational power this will be easy, but until then it's a pipe dream when devs can barely fucking optimise their games to run with the current collision systems.

GET ANGRY, LEN

I don't think Len can be angry.

If you call checking a spatial subdivision region instead of, say, 1000 individual meshes contained within, then yes, it is checking everything. That said, complete scene sweeps are a thing of the past with any decent engine.

Summer really is here

There's no way that's Patchouli. Not fat enough.

Some shitty code like that, run when assets were checked in during development, would prevent 99% of the clipping you see while playing - the shit on the character on the screen clipping through other shit on the character on the screen. The fact developers don't do this is bad management, they could be simulating different game conditions constantly on every build to find situations leading to AI failures, graphical anomalies and framerate dips.

Here's the thing, its not as simple as making hitboxes the same shape as the 3D model, because models can sometimes become tangled, so you'd then need to solve the issue of having a physics engine properly calculate force on other objects.etc Its not as simple as it would otherwise seem. Granted, its not impossible, but for a lot of developers some design liberties have to be taken and clipping is one of them. You can have less-than-perfect clipping without ruining the suspension of disbelief

This cracked me up for some reason. Might be because it sounds like a rant from Francis E. Dec.

Have some half-assed OC

youtubedoubler.com/?video1=https://www.youtube.com/watch?v=oOYrCHi7yjM&start1=7&video2=https://www.youtube.com/watch?v=jT-qjyJKtzU&start2=0&authorName=aphrocarlin

No he's a wimp.

you should pay more attention

man I really wish this didn't give me a boner.

Leave and never come back.

1v1 me

150 million dollarydoos

I wanna pet him

Thats my fetish, post more femdom or cbt pls. Our board is pretty dead.

Why people make such a big deal out of clipping?

autism
why do you even ask such silly questions?

I love cats, and if that thing was mine, I would love it like a son. But damn it user, that's the ugliest fucking cat I have seen in my life.

Nah man it's just weak kemonoplasm that's all.

sauce?

Hopefully never so it will keep autists like op away,

clipping is fun

When we can get physics simulations that are accurate down to the microscopic or even atomic level. So like 200 years or more.
Besides clipping isn't THAT bad.

Are they still claiming that? It's been like 6 years and they have zero proof. There's more evidence for bigfoot than for them.

Nice trips but you are disregarding a lot of optimization:


Besides, I doubt performance is an issue anyway. We've had games with decent physics 10+ years ago, hardware has advanced a lot these days, and even the modern AAA games with their shit optimization still underutilize it, especially CPUs (not to mention the "physics card" meme, although fuck I'd buy one for top tier physics). So a game with late 2000s-early 2010s level graphics, especially if they don't half-ass their optimization, could still look great and have lots of hardware resources for physics. And that's not even talking of 2D games where you truly have a lot of possibility collision-wise.

Really, it's not a hard thing to do. You just need a few semi-intelligent coders and the desire to have good physics. I suspect the second part is the real issue, most major studios don't believe good physics will contribute to sales. So they never commit the resources. During 1995-2005 we had a very rapid pace of technical innovation, because it was understood that a game has some transcendent artistic quality and should be perfected beyond mere focus group tests. That has now given way to being risk averse and cashing in on more of the same. So we don't get any big studios trying good physics, or any other non-incremental improvement.

Indie studios are different, and in fact over the years there's been a lot of games with detailed physics, almost all independent: KSP, DF, and a million physics puzzle letsplayer baits from steam greenlight for example. The problem there is that the will exists but not always the dev staff, so only truly talented devs can pull it off, while most either give up or make a shitty, broken one.

LORD INQUISITOR has a hing or two to say.

this is fucking vomitrocious

Why does clipping occur? Can't perimeters be set to stop an object from moving when it comes into contact with another object in a 3D space? Or is it that it doesn't stop soon enough? Are there no animation programs that prevent two models from overlapping?

It's extremely computationally expensive. This is why. Handling this for just 2 models will bring your machine to its knees.

Some games I played on the GameCube had anti clipping measures, or it was just really good at working around it. I'm playing Gale of Darkness again, and when I run into a trainer, or a building, I never see the trainer go through it.
It's insane production value for a game made by ~20 people.

Compare that to tangled, which is 260+ million, Frozen was made with budgeting in mind, as you can see Elsa's hair clip through her shoulder off screen during the singing bit. The yids at disney never actually thought it would blow up like it did today.

You have to be 18 to post here. Fuck off to the Nickelodeon forums.

Why are you being such a grumpturder?

A sexy wimp

That's the least of our worries.

Clipping isn't really a problem that can be solved by a magic bullet. It boils down to the individual developers or animators and how much time they want to spend perfecting collision or animation.

The old Starsiege Tribes, for instance, had almost no clipping because the collision was really finely tweaked and they made it so that weapon models have physical space and aren't just a visual attachment to the player, so they get "pushed back" if you run up against a wall.

Reported.

It will be solved with the advent of soft body contact physics.

…yes, and?

here's more user…

LEL

They've done some very very rudimentary animations, but they look worse than Mainframes MTV music video from over 20 years ago

...

It wasn't phrased as a question and the OP was paired with an image of fetish shit bound to bait responses

Fuck off newfag, OP has nobody to blame but himself for his thread derailing.

...

I want to beat the fucking shit out of Jotaro and dump my heavy creamy load into his tight pozzed boypussy so bad.
I'm going to fap to JoJo porn RIGHT NOW!

But that's wrong retard.
t. Euclideon shill

...

I admit, I laughed.
Now remove that degeneracy.

That is the funniest thing I've seen in ages.

wowzers

Wasn't Tangled stuck in development hell forever though? I'm sure much of the money went in to shit that didn't even contribute to the final product. Like how Superman Returns cost $600 million because they had to pay people like Tim Burton and Nicholas Cage to not be in the movie.

You seem to be forgetting that CGI movies require clusters of high-power computers and months to render, AND they already know what all of the physical interactions are going to be.

What a hero.

We have a hard time having GPUs not burn to death due to the huge amount of post processing and shader bullshit developers are so horny for nowadays.
You have to reach a compromise. We focus on hair quality and polygon clipping and ditch post processing, that could maybe be more feasible.

I can tolerate a certain amount of clipping, but sometimes it really gets on my nerves. This pic is a great example of that. The clipping ate her bikini bottom and made it look like she has the anatomy of a Barbie. If they're going to give the option of posing in the dressing room, they can at least not make it look like shit.

octree subdivision filters out huge batches of entities across a large area so you don't have to check if you melee attack collides with a monster that was spawned several kilometers away from you

generating an octree for all vertices of a single model each rendered frame is already a huge impact on a CPU

Now THIS rumbled my bumble.

...

Wew

...

Underrated post. It's not worth the investment.

Couldn't that be solved by allowing certain meshes to tangle with some other specific meshes? Like, keeping an index of "allowed clipping" meshes.
For example, disallow clipping between the hair and the body of a character, but allow clipping of his sword going through some bad guy's body.
Yeah that'd be computationally expensive as fuck

It's worth the investment for at least one video game in our lifetime.

Ouch