1. Different characters have an impact on weapon use
Anyone who knows a little about programming principles will know that the characters in various games are only composed of some textures and 3D modeling, just like the paper pasted on the window frame, it does not have any impact on the game itself. Although some RPG games will design certain attributes for characters, such as the life value and magic value, you must understand that CS is not an RPG Game. FPS games such as CS are essentially different from other types of games in programming and design, and there is no hidden attribute. As for who said they did the test and the test results prove to have an impact, I can only tell you that all the firearms in CS have simulated the real trajectory, therefore, the bullet trajectory to be shot will be affected by factors such as angle, range, firepower, shooting distance, and gun type, so it will have the illusion of "influence!
2. Different weapons have different speeds than AWP cutting guns, and sand e is the fastest
This issue is related to CG production knowledge. All the hand actions and other actions (including bullet, jump, squat, shoot, run, and walk) that you see in CS are actually just a segment cganimation. After the game is created, add the numbers of the previously created cganimation to the game source code and then call the numbers. We can take an example to complete the cganimation action, which can be divided into four steps:
1) you press the set "squat" key in the game, for example, Ctrl
2) send a signal to the game source code to find the response signal of the "squatting" Key
3) Find and play the specified CG and sound files in the source code.
4) You see the "squat" action on the screen.
So, to put it bluntly, all kinds of actions are just animations, and the "Gun cutting" is actually the same as switching between the cganimation of AWP and the cganimation of Sha Ying (the same is true for other grab switches ), the gun-cutting operation can be understood in five steps:
1) Change AWP
2) AWP shot
3) AWP automatically starts taking the bullet after the gun is shot.
4) change the secondary weapon immediately after the bullet starts.
5) completed
In fact, each of these five steps is playing a cganimation with a sound effect. To put it bluntly, it is actually to use the cganimation for replacing the weapon to cut off the CG of the bullet on AWP, thus saving time. Therefore, this has nothing to do with the type of gun, but it is just a misunderstanding of everyone. Some people may be slow to cut the gun due to network reasons, and it has nothing to do with the gun type.
3. Relationship between CS resolution and burst rate
As we all know, game programs and many other programs share the same status, internal data computing generally uses high-precision floating-point operations to adapt to different requirements for output. When processing images using Photoshop, the image has the "resolution" parameter (such as 300 DPI ). This parameter is actually an Internal Computing resolution, which is irrelevant to the display resolution and print resolution. Generally, the internal resolution is much higher than the display resolution, so that the image is not distorted as much as possible. To determine whether a bullet hits the head, the game programming term is: "Collision" between the bullet and the head, "Collision" is easy to understand, for example, when playing Air Combat games, you should try to avoid collision with enemy planes or bullets, otherwise it will hurt blood or crash. In any commercial game, collision processing is not based on the pixel points displayed. The principle is simple. Mosaic occurs in low resolution, that is to say, there are irregularities in all kinds of resolution image elements. It is difficult to use computers to handle irregular graphics pixels (especially for efficiency problems in games). Moreover, csgames are 3D games, it is not possible to record images in pixels.
In a simplified mode, I want to talk about how the CS server processes the bullet (collision) process. The human's head is actually a sphere in Computer Representation (the actual situation will be more complicated, generally represented by N polygon, the more polygon the head, the more realistic ). A sphere only needs two parameters: the center of the circle and the radius. The radius is the dead parameter, indicating the size of the header, which cannot be changed. The center of the circle indicates the position of the header, yes. A bullet is generally expressed directly by a sphere, and polygon is not used in actual situations, because you cannot see it clearly. Next, you just need to calculate whether the distance between the center of your head and the center of the bullet is smaller than the sum of the radius of the head and the radius of the bullet. I will not write this formula, anyone who has learned about ry knows this. If the distance between the head and the bullet is smaller than the sum of their radius, it means you are playing the ball. Otherwise, no matter which part of the body is.