Originally posted by Bort
Originally posted by jrry32
Originally posted by DL24
Originally posted by Bort
Originally posted by jrry32
Bort, while you are here...have you considered coding in vision cones instead of the current system? Or are there currently vision cones? Because it seems like vision cones are needed because the current vision system allows a dot to not really have a front or back to it. Like OL dots can engage a DT in front of him, disengage him and immediately engage a DE running directly behind him or a WR can engage a CB in front of him and a LB who run into the side of him.
There are vision cones for some things (lead blocking and QB sack avoidance). A lot of it is done with "allowable angles" between vectors. The ball carrier sort of has a vision "half circle" in which he can fake people, as well.
So he can't fake people behind him, right?
If he can't then lots of dots out there stumble randomly in the middle of running. Bort have you thought about coding it in more? Like in blocking interaction? And does the vision half circles have like "hot zones" where if a guy is in this angle to the ballcarrier, he is much more easily faked then if he is in this angle?
No, it's just "is he in front of me" - fakes are not more or less possible from the side or front. It would be possible to add a sliding scale based on angle differences between the players' vectors, easily enough.
Here is what I was thinking:
http://i47.photobucket.com/albums/f192/jrry32/Fake.jpg
I'm sorry it's a poor drawing but lets say the Redzone is the hot zone, if 1 or more guys are in it, very high chance they are faked. Orange zone is an average chance you'll be faked and yellow zone is low chance you'll be faked. Green zone is 0 chance you'll be faked. Instead of doing it so only 1 guy gets faked per tick, you could do it so that fake chances are based on angles or zones. The better faker the RB is(points in SAs and AEQ in fake chance, etc.) the bigger the red zone and smaller the yellow and orange zones, of course you can't let the Redzone get too big or else it would be a big problem with fakes like Dooley. But this way, a RB can fake multiple guys with the same move but it's very hard and rare because they'd have to be perfect angle to allow him to do it. And also, a RB should not be able to fake out guys on both sides so if he does use a fake, it should only effect lets say the right side of the Red, the right orange and the right yellow zone so if there are guys on the other side of him, they won't fall for a fake and will tackle him because no RB can make a fake that works on both sides.
Again, the drawing is poor but I hope you get my point, instead of having it so only 1 guy can get faked per move, you make it relative to the angles that defenders are into the RB and NEVER should a guy behind the RB be faked. This would be a realistic type deal.
Originally posted by jrry32
Originally posted by DL24
Originally posted by Bort
Originally posted by jrry32
Bort, while you are here...have you considered coding in vision cones instead of the current system? Or are there currently vision cones? Because it seems like vision cones are needed because the current vision system allows a dot to not really have a front or back to it. Like OL dots can engage a DT in front of him, disengage him and immediately engage a DE running directly behind him or a WR can engage a CB in front of him and a LB who run into the side of him.
There are vision cones for some things (lead blocking and QB sack avoidance). A lot of it is done with "allowable angles" between vectors. The ball carrier sort of has a vision "half circle" in which he can fake people, as well.
So he can't fake people behind him, right?
If he can't then lots of dots out there stumble randomly in the middle of running. Bort have you thought about coding it in more? Like in blocking interaction? And does the vision half circles have like "hot zones" where if a guy is in this angle to the ballcarrier, he is much more easily faked then if he is in this angle?
No, it's just "is he in front of me" - fakes are not more or less possible from the side or front. It would be possible to add a sliding scale based on angle differences between the players' vectors, easily enough.
Here is what I was thinking:
http://i47.photobucket.com/albums/f192/jrry32/Fake.jpg
I'm sorry it's a poor drawing but lets say the Redzone is the hot zone, if 1 or more guys are in it, very high chance they are faked. Orange zone is an average chance you'll be faked and yellow zone is low chance you'll be faked. Green zone is 0 chance you'll be faked. Instead of doing it so only 1 guy gets faked per tick, you could do it so that fake chances are based on angles or zones. The better faker the RB is(points in SAs and AEQ in fake chance, etc.) the bigger the red zone and smaller the yellow and orange zones, of course you can't let the Redzone get too big or else it would be a big problem with fakes like Dooley. But this way, a RB can fake multiple guys with the same move but it's very hard and rare because they'd have to be perfect angle to allow him to do it. And also, a RB should not be able to fake out guys on both sides so if he does use a fake, it should only effect lets say the right side of the Red, the right orange and the right yellow zone so if there are guys on the other side of him, they won't fall for a fake and will tackle him because no RB can make a fake that works on both sides.
Again, the drawing is poor but I hope you get my point, instead of having it so only 1 guy can get faked per move, you make it relative to the angles that defenders are into the RB and NEVER should a guy behind the RB be faked. This would be a realistic type deal.
Edited by jrry32 on Jul 7, 2009 14:04:36






























