Small update;
One of the biggest things in Wildstar is the Telegraph system. Currently, there are 9 or 10 different types of telegraphs. They come in the following flavors:
- Sphere
- Instant (there is no actual visual telegraph to dodge, it's more of a missile, or instant "place here" type of thing)
- Rectangle
- Cone
- Diamond (just an off-shoot of cone)
- Ellipsoid (haven't seen this used)
- Line (elongated Rectangle, probably only used to help distinguish types)
- 3 more "unknown" types.
Certain "complex" telegraphs, are simply multiple simple parts, overlaid on top of eachother. (Their shaders help render any overlapping telegraphs as a "single" telegraph)
The ones I know the type of (except Ellipsoid), are currently handled, and we can tell if we're standing in one, or something else is standing in it. (So you can get some useful clustering info) I can also get the telegraph information at runtime for any ability, so you can "predict" where you'll need to face, where you should position a telegraph, to get the most bang for your buck.
There are 3 extra types of telegraphs, that I'm unsure of. (One seems to be another rectangle, another seems to be a form of "cone", and I'm honestly not sure of the 3rd)
Reversing all this, and getting the math for it "complete" took well over a week of non-stop work. The math involved in this kind of stuff is very complex in the client, and simplifying it for our usages is even worse.
With that said, today I'm spending most of my time doing a little bit of housecleaning, and then logic planning.
This game involves quite a large amount of math, and sometimes that math is really convoluted to understand (due to SIMD and SSE usages). I apologize for things taking so long, but now that the most major system is "done", we'll be quickly moving ahead with the actual bot.