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Warp mechanics: Difference between revisions

From EVE University Wiki
Basic Warp Cycle: Added links for Overview, Fleet interface, and Bookmark in case reader wants to know more about them. Since the convention of four ellipses indicates an abbreviation at the end of a sentence, replaced with italicized 'etc.'
Huw J (talk | contribs)
m Fixed one typing error from “ares” to “area”
 
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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.   
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 area is fairly similar in shape, but is not nearly as detailed as the physical model.   


The third model is an even more simplified model that represents the area that will show a distance of zero to the object in the overview.  This is know as the Zero Point Envelope (shown in Blue).
The third model is an even more simplified model that represents the area that will show a distance of zero to the object in the overview.  This is know as the Zero Point Envelope (shown in Blue).