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[[File:StationGeo_OL.png|600x600px|thumb]] | [[File:StationGeo_OL.png|600x600px|thumb]] | ||
While in space, all objects have three models that describe their dimensions. First is the physical model (what you see, represented in white in the diagram). Most objects are simple, and the three models are actually the same. Some objects are more complicated though…most notably stations and jump gates. When you look at a station in space, you will notice that they tend to be very intricate in | While in space, all objects have three models that describe their dimensions. First is the physical model (what you see, represented in white in the diagram). Most objects are simple, and the three models are actually the same. Some objects are more complicated though…most notably stations and jump gates. When you look at a station in space, you will notice that they tend to be very intricate in their physical models with lots of bulges and spires and such. Although beautiful, these highly complex models are extremely hard to accurately interact with quickly. For example, detecting when a ship has collided with a model takes a lot more processing time the more complex the model is. For this reason, CCP has created two simplified models for interaction purposes. | ||
This second model has been simplified to make processing of collisions faster. This model is known as the Collision Envelope (shown as Red in the diagram). The client will detect a “collision” with the object when a ship hits this area. You will notice this ares is fairly similar in shape, but is not nearly as detailed as the physical model. | This second model has been simplified to make processing of collisions faster. This model is known as the Collision Envelope (shown as Red in the diagram). The client will detect a “collision” with the object when a ship hits this area. You will notice this ares is fairly similar in shape, but is not nearly as detailed as the physical model. | ||
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===What you need to know about EVE Geometry=== | ===What you need to know about EVE Geometry=== | ||
So, why is this knowledge of the geometry of objects in space important? Simple | So, why is this knowledge of the geometry of objects in space important? Simple. When you warp to zero on an object in space, your Warp Exit Point will be the nearest point on the Zero Point Envelope to your Warp Entry Point. Remember, you actually exit warp in a random direction 2,500m away from your actual Warp Exit Point. This means that you can actually exit your warp anywhere from 2,500m inside the Zero Point Envelope to 2,500m away from the Zero Point Envelope. | ||
This fact is extremely important when you consider the “activation range” of various objects. For example, you can activate a jump gate if you are within 2,500m of it. Meaning that no matter where you actually exit, if you warp to zero on a jump gate, you will be able to automatically jump as soon as you land. | This fact is extremely important when you consider the “activation range” of various objects. For example, you can activate a jump gate if you are within 2,500m of it. Meaning that no matter where you actually exit, if you warp to zero on a jump gate, you will be able to automatically jump as soon as you land. | ||