Wednesday, 31 May 2023

Boxes In Boxes

 

According to the weather forecast, she will need a jumper ...

After getting mild sun burn sat out by the veg patch with a bottle of wine, we are now back to standard British weather of needing a jumper for late Spring and early Summer ... Flaming June looks like it means that the fireplace will need to be lit ...

Steam brought out an update to the Steamworks SDK, sneaking it out again as they did in the previous month without any fanfair. Once again they had made changes to the authentication system, and once again I had to wade through code comments to find out what it all meant - except this time I also had to wade through the online documentation, complete with it's links to various 404 dead pages. To quote the docs at https://partner.steamgames.com/doc/webapi/ISteamUserAuth:

 NOTE: This call requires a publisher API key to use this method. As such this API MUST be called from a secure server, and can never be used directly by clients!

So, yeah I'm good, this was just splitting up web-based games from the standard Steam Client authentication. Also feel free to click the api.steamworks link at the bottom of that page for more helpful advice. 😉

In April I had attempted to create a melee combat system of checking through a defending player object's hitBoxes for intersection with an attacking object's hitBox - to see if this would be faster than using a raycast system of quad edges projected from the attacker's weapon - all whilst suffering from the Dreaded Lurgy.

What I found, during illness enduced brain fog, was that there was no current system to determine whether rotated worldSpace boxes intersected (OOB) only AABB. Now without the brain fog I had another attempt at coding a solution to this, with a nice easy early out if half longest box sides added together were beyond central distance, though ended up using raycasts after all for the actual connection checks, which were oriented in worldSpace with the attacker's box and then a perpendicular test if no initial result was found.

The end result was that I found checking through the defender's 12 hitBoxes (but potentially up to 20) could easily take more than the standard 4 raycasts which I had been previously using. On top of that, box intersection would take more the boxes behind the initial hit into account, nearly doubling the struck areas, so a big melee swing would 98 damage rather than 40 something. To order these results in worldSpace would require another raycast or more maths based on location and orientation.

tl;dr - I've kept my original melee system, it works fine for what I want, but I might use the OOB intersection for weapon on weapon parrying.

So, that was the month that was. Flaming June awaits, with a promise of thick jumpers and hot cocoa ... 😒

No comments: