Will model clipping ever stop being an issue in video games?

Will model clipping ever stop being an issue in video games?

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no probably not

That's a lot of physics calculations, no probably not.

no

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No unless we can calculate perfect collision on complex models in real time without lagging the entire game.

Maybe in the year 3000 when they can use the computing power needed to recreate reality perfectly in frivolous things like video games.

wtf, this specific tie clips through this specific jacket????? literally unplayable.......

this, really
physics is the hardest computation to make in programming
i don't mean that programmers will scratch their heads at how to do it, but it computer itself has to run through so many calculations to enforce it
if you do simple physics, there is expected to be lots of clipping, bugs, and degenerate cases
even if you made a complex physics engine, it'll still face that and a lot of time it's not worth it unless you're making a movie
and if you're making a movie, you're in the right business, because the faggots of this generation don't play games, they watch streams and play "games" that are just fucking movies in disguise, fuck this generation of faggots, you guys should not be alive, i wish your crackhead mentally ill mom didn't birth you pieces of faggot ass motherfucking son of a transvestite bitches

what a fucking boomer...

We still have problems keeping boobs under control.

King's Muscle Buster jams every single character's head deep inside his torso. And it's a canned animation that puts everything right into the camera frame.

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that's the spirit, fight the battle of who could care less
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I don’t see why that’s a big issue. Should the devs polish it some more? Yeah, but The game’s still playable and looks good on other fronts, so it’s just a minor concern.

2D doesnt have this problem.

Probably not before movies.

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>wear one (1) cosmetic item by itself
>it still clips with the character model
AAAAAAAAAAAAAAAA

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Maybe someone should make a hat that only slightly sticks out on every side of the classes head.

I never understood the cosmetic craze that infected TF2. Even if you’re better than the person with the unusual, medics will ignore you unless if there’s literally no one besides you.

>it’s just a minor concern
Well yeah, but we can still discuss it. And this wasn't an issue back in Tekken 3, where it was good enough to be the penultimate move showcased in the introduction.

King is hot, his pecs end me

it's not like they're using the same amount of polygons in new games as they are in tekken 3
that brings a whole new load of granularity, alongside the rasterization process with higher resolution
and even the growth in graphics card technology doesn't have AS exponential of growth as one would think

I just don't see how in this case it's a technical issue. Like I said, it's a canned animation. There's no physics involved, just the models going through an animation routine. Because of that I'd expect some problems with different character body sizes, but in this case the animation is completely out of whack on every single character. There's dealing with problems from complex systems, and making something work across different variable, and then there's King's Muscle Buster where the animators just go "Fuck it!"

this

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wait, i'm trying to figure out what you're trying to say here or what your point even is
my entire point is that whatever little we had in tekken 3, whether it's lesser polygons or no physics, doesn't mean anything because even as technology grew, so did the demand for higher resolution and more polygons, and that just adds up when it comes to introducing actual physics from then on
just because we have more advanced technology NOW doesn't mean we now have so much resource available to allocate towards physics, it's still an intense computation and it's now even more intense with more polygons and bones to work with
if you had the same amount of polygons as tekken 3 and you used the same output resolution as the system it was on, then introducing a rarely-ever-clips physics engine would be manageable
but given what we put in games now, especially when you have coders who may not be as proficient in optimizing codegamefreak as one would like, putting a physics engine isn't just a cakewalk simply because we threw money at a better graphics card, even if it handles physics in parallel

EVERY DAAAAY
YOU WAAAKE UP LAAAATE
Sometimes I wish I was
THAT WAY

it's such a great song
also a fun but very easy song on all instruments that are used in it

I'm asking why are we having such a massive case of models clipping in a situation where the entire animation of both characters are in a relatively controlled state? If that kind of quality is acceptable, what hope does a proper physics system have?

>why are we having such a massive case of models clipping in a situation where the entire animation of both characters are in a relatively controlled state?
uh, why is this even a question
if they are hand-animated, there is an even GREATER chance of clipping simply because there are NO computations being performed to avoid clipping
the only precluding factors are the basic ones that are also in 2d fighting games, which are box-type boundaries which is a simple 4 comparison operation and it only takes one of those comparisons to eliminate the chance of collision, very little prop delay under the hood to do that too

A correct boomer

>there is an even GREATER chance of clipping
But it's a 100% occurrence. If you build something that does the same error every single time you use it, even if it's just a visual error, wouldn't you take some effort to make it work correctly at least occasionally?

>ywn clip through king's muscular mexican body

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wait, are you trying to say, with tekken 3 for example, to handcraft the poses so that NO clippings occur ever even between different body/clothing types? i need to make sense of your case before i say anything against it

I'm saying in Tekken 7 to make no significant clippings occur with AT LEAST one body type.

oh
by what, handanimating every possible scenario? that's not a guarantee things won't happen, and even doubly so, given tekken's stages
the amount of possible scenarios for a tekken collision is infinite
a prediction art like that is really kind of dumb hardwired programming that noone would want to do either

Okay, you're just ignoring what I'm saying at this point.

then make your point clear because you are clearly not a programmer and never handled 3d space in animation either because you don't understand how complicated it is to avoid clipping in games

Me: This animation looks bad in every scenario.
You: It's a lot of work to make something look good in every scenario.
Me: Then make it look good in one scenario.
You: But it's a lot of work to make something look good in every scenario.

That's how this dialog sounds to me.

>Then make it look good in one scenario.
dude, you can't just say that and voila, there's a solution
this shows that you are an ideas man and not a programmer
do you even know vector calculus at least? i don't even think you've done algebra of any kind, especially not linear algebra
i'm telling you that there is no simple solution just because you provide a scenario where there is just one body
a kick to someone's body at one certain distance is not going to be the exact same posture at a closer distance, and it's not something that's discrete
if you're close at one angle, your kicking leg would have traveled greater than if it was up close and even more sooner intercepted by something at even a different point of the leg
it is not something you just say "make a scenario that works just for one body type" because there is still the problem of distance, and angles of interaction
you still have to calculate things even with just one body type
sure, it's harder with multiple body types, but a physics engine is meant to accommodate the dynamics of that if programmed correctly
handcrafting animations is much much more difficult because now you have to think of hitting someone from behind and front and side, and that's at every fucking angle, and that's not accounting for staggering animations or midjump or anything else
you really have not thought your question out as much as you should have and you're accusing me of dodging the question
all i'm telling you is it's not that easy to do it and it's too much work to handcraft the animations for EVERY / POSSIBLE / SCENARIO

>it's too much work to handcraft the animations for EVERY / POSSIBLE / SCENARIO
I just kinda stumbled in on this argument but doesn't this just kinda confirm what the other user said in the post you just replied to?
I get your point because even with one body, the chances of you being in that one good looking scenario - at least in particular to a fighting game - is really fucking rare because of the microscopic differences in placement, but still.

I'm just going to go back to posting jank.

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it's sad that figthing games used to be tech demos material where the devs wen all out to show the state of the art in programming, but these days, they want e-sport and those guys don't give a shit, they want easy to stream garbage with a billion DLC microtransaction instead. Using a generic engine is not a problem anymore.

>because of the microscopic differences in placement
it's not microscopic, is the problem
it's gonna either not clip, or clip in a really strange way, or completely miss, and depending on how you program hit detection, it would probably still hit or miss given the circumstances
i'm trying to tell you it's not as easy as you try to make even such a scenario out to be

>it's sad that figthing games used to be tech demos material where the devs wen all out
such as

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I'm guessing they're talking about Tekken Tag Tournament, which was a big upgrade on PS2 from the arcade version which still looked like Tekken 3.

husband

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