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翻訳の問題を報告
"Currently, Hell Let Loose has realistic drop over time and selectively applied handling of travel time to target."
So you do need to deal with bullet drop and with some weapon (all rifles caliber weapons iirc) travel time.
ACtually this is not true.
There IS a INBETWEEN.
For Instance: Hitscan for low distances, Bullet for longer rangeslike in other games too ;)
I read the point of 'hitscan is unmodified' so I was incorrect. However on that note, it's extremely unclear what 'selectively applied handling' means.
In that case it's not what people call hitscan, it would only be hitscan if you traced the entire path on the same frame the bullet is fired in several steps. I'm pretty sure you can say your projectiles are simulated without worrying about misleading anyone, I think your system is roughly the same used by all games that simulate ballistics, can't imagine any game, especially a networked one, would hand over simulation of each projectile to the physics engine, not even the most hardcore simulations.
Short: it is not hitscan.
Long: it is not hitscan except when you are so close to your target that the bullet would travel the distance between you in the time of one game tick. However by that metric every game ever released is hitscan.
Not true. Hitscan is a ray, like a laser, fired in a specific direction. There is a point A and a point B. You are assuming that the ray MUST and ONLY be calculated for a single frame. This isnt necessary. You can calculate multiple frames and each frame have a different ray...its still hitscan. Chivalry uses hitscan for their melee combat, but it isnt calculated in a single frame...its calculated along the sword as its animated.
It may not be the hitscan that you are used to, but its still hitscan.
If deviation in ray is ok, but calculating it across multiple frames isnt...what if the ray the hitscan weapon casts isnt a straight line? What if the ray, or multiple rays, are curved but contained in a single frame? Is that not hitscan either?