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Question by Mathias · Jul 22, 2011 at 10:25 PM · raycastdistance

Damage alterations at different range.

Guten tag!

In a FPS like Halo I believe that damage from projectiles are altered over range. Allow me to explain. At point blank range let us say a certain gun damages 50 health point out of a 100 health points every shot. But when the player is further away(let us say) 25 meter the damage done drops significantly now to around 15 health point ever shot.

So how can one achieve damage alterations over range? Is measuring distance a good way? In terms of performance it would properly have an effect on frame rate.

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avatar image Blankzz · Jul 22, 2011 at 10:49 PM 0
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Damage isn't affected by range in halo. The damage is affected by how many bullets hit the target. It could be a better way to calculate damage for a shot gun though because of the high bullet count.

avatar image Blankzz · Jul 22, 2011 at 10:52 PM 0
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Actually I think in halo it all depends on the range of the weapon to how they are calculated.

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Answer by Herman-Tulleken · Jul 22, 2011 at 10:32 PM

No, distance is a perfect solution. The bullet can record its position of origin, and once it collides with the target, the calculation is performed once. The other tasks of a typical game drowns out distance measurements: you can perform several each frame and still be limited by rendering. One calculation every so often won't make the least bit of difference to your frame rate.

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avatar image Eric5h5 · Jul 22, 2011 at 11:03 PM 0
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Or even hundreds of distance calculations per frame, assu$$anonymous$$g a semi-modern desktop CPU.

avatar image Mathias · Jul 23, 2011 at 10:07 AM 0
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Thank you. You were right it had very little (if any) effects on frame rate.

Thank you.

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