a wall = no wall?

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Olive
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a wall = no wall?

Post by Olive »

I heard armagetron walls have no width.

Here are my questions:

if something has no width, how can you collide on it?

and

in theory, if one cycle meets an other cycle at the exact same position on the grid, will they make a head-to-head collision or go through each others walls?
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Re: a wall = no wall?

Post by MrsKsr »

cycles have no width either, so they can't have a head on crash :/ i remember asking someone like zed-man on irc lol, i was sad :<
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Re: a wall = no wall?

Post by Jonathan »

Well, lines still intersect, even though they lack any width. You could see it as the limit of reducing the width towards zero, if that makes more sense to you. And yeah, the head-on case is plain awkward.
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Re: a wall = no wall?

Post by sinewav »

Olive wrote:in theory, if one cycle meets an other cycle at the exact same position on the grid, will they make a head-to-head collision or go through each others walls?
Not in theory, in practice. Yes, you share the same plane as the other cycle. Here is a screenshot from my incam server that shows exactly that. The spawn points have the same X value and cycles driving toward each other can drive through each other.
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Re: a wall = no wall?

Post by theroze »

Olive wrote:in theory, if one cycle meets an other cycle at the exact same position on the grid, will they make a head-to-head collision or go through each others walls?
Well, you just grind extremly hard, nothing else :)
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Re: a wall = no wall?

Post by sinewav »

theroze wrote:
Olive wrote:in theory, if one cycle meets an other cycle at the exact same position on the grid, will they make a head-to-head collision or go through each others walls?
Well, you just grind extremly hard, nothing else :)
Actually, no. When you share the same wall as another cycle you can't turn away from it. You'll explode! You need to clear the other side of the wall completely first.
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Re: a wall = no wall?

Post by Olive »

but if you approach the other cycle from any angle but 180 degrees, will u still go through each other? That'd look weird.
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Z-Man
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Re: a wall = no wall?

Post by Z-Man »

The cycles would go through each other, but one of the two cycles should crash into the other's wall. There's a bit of randomness in there if they technically would have arrived at the collision spot in the exact same moment.
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Re: a wall = no wall?

Post by OppOse »

I was actually playing sumo once and managed to crash into the tip of someone's starting trail, before it had begun to disappear. Ive never seen this happen again.
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Re: a wall = no wall?

Post by Phytotron »

What would happen in sinewav's incam server—as in that screenshot—is my cycle would go straight from the beginning, but the AI cycle in the middle there would turn away just before we met. It would drive off while I would kinda hit the corner where it turned (there would actually be a very brief stall and the rubber meter would flutter), then continue up the middle of its initial wall. Nifty stuff.


Might also point out that actual, rather than visual, contact with a wall is defined as death. Even though it looks like you've contacted this wall while your bagillion rubber is getting used up, as far as the game is concerned you haven't yet. That's what rubber does—it slows you from actually hitting the wall. Once your rubber is expended, you now actually make contact, and boom. All the "depth of grind" stuff is occurring on a miniscule, imperceptible, visual scale. This is also why there's really no such thing as "closed" or "sealed" because if that player had actually hit that wall, he would have exploded. :)
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Re: a wall = no wall?

Post by ItzAcid »

The whole wall thing reminds me of:

as f(x)-> negative infinity, lim(g(x))=0
and as your max rubber is reached, the limit is removed which results in the explosion?

Or something along those lines :P So are you saying that is can get as close to 0 as possible but can't cross it or that the trails are flat out 0? I look at is as getting closer to 0 which would explain how you can out-stab someone. The lower the number, the harder stab you have. Like in armagetron it would be: .00001 stab > .01 stab
Just trying to figure it out lol, this confuses me.

*Yup, I know my terminology is wrong. Just hoping that someone better at math will get the gist of what i'm thinking xD.
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Re: a wall = no wall?

Post by boobert »

OppOse wrote:I was actually playing sumo once and managed to crash into the tip of someone's starting trail, before it had begun to disappear. Ive never seen this happen again.
I also think I've somehow smacked into the edge or the tip. Dunno what else could have happened. :lol:
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Re: a wall = no wall?

Post by epsy »

Heh no, there's no way arma does limit computing for your rubber :)

What Jonathan meant was that you could imagine tails as if they were like almost 0-width but not 0-width. Kind of what "lim(1/x) for x → +∞" means.

PS: but that was possibly complete Gillz-trolling from Olive :D
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Re: a wall = no wall?

Post by ItzAcid »

Oh alrighteh. I gotcha now :)
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Re: a wall = no wall?

Post by Phytotron »

boobert wrote:
OppOse wrote:I was actually playing sumo once and managed to crash into the tip of someone's starting trail, before it had begun to disappear. Ive never seen this happen again.
I also think I've somehow smacked into the edge or the tip. Dunno what else could have happened. :lol:
I tell you what I like, is when you manage to 'grind' perpendicular to the tip of a wall, which then can't be beat. Um, looking kinda like...
TipGrind.png
(11.01 KiB) Downloaded 29 times
Takes very good aim. AI happen to do it more than people.
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