-
Notifications
You must be signed in to change notification settings - Fork 513
🚀 [Feature] Improve waypoint movement #2713
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Comments
VMaNGOS WP movement: CMaNGOS WP movement (no animation reset): |
I found a very old video from 2005 showing Lord Kazzak in the distance walking along his path. He walks smoothly, there are no animation resets: |
He looks like he turns quite sharply to me. |
I don't meant smooth like when using CatmullRom splines, but smooth like moving without animation resets. On Vmangos it looks like this: |
Another video from march 2006, showing no animation reset on a slight turn: |
As it is now the creatures reset their animation after reaching a new waypoint node. To prevent this a new spline has to be sent to the client while the old one is still running. My old project was based on an AzerothCore fork from 2020 which was itself based on SunwellCore. They fixed this by starting a new spline 200ms before reaching the next node, which prevented the animation "hiccups", but was only a workaround. CMaNGOS seems to have implemented a better solution by sending a new spline 1.5s before reaching the end of the old one and ensuring that a spline is at least 6s long by including multiple nodes if necessary:
https://github.com/cmangos/mangos-classic/blob/master/src/game/MotionGenerators/WaypointMovementGenerator.cpp
I tried to implement this in my own project but gave up eventually (well, actually I gave up the entire project recently). Perhaps something similar could be implemented in VMaNGOS.
The text was updated successfully, but these errors were encountered: