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Short answer: use a model for first-person view and another model for third-person. Reasons: In first-person view, you need to show a very detailed hand and weapon, since the first-player will always have a close-up view. Also, the animation should be very realistic. In third-view models, details may be not so critical. A good animation for one point of ...


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How many first-person shooters do you know where the player can see their legs when looking down? Most games use completely different models for other characters and for the player-character when in first-person view. In first person view, the player-character usually doesn't have a body, except for the arms and the currently held item, which are always ...


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I'm not aware of this ever being used, and I suspect it's because it has very limited benefit for greatly increased complexity and bandwidth use. It might make an interesting experiment, but it seems impractical. Consider that to support such a scheme, and assuming that most traffic is generated from player actions, you would need to double the downstream ...


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referencing a video clip here i imagine there are a few things going on: not every bullet is being drawn with a "tracer" - just like you said in theory i think you could accomplish this effect rather simply, when firing bullets you could create every Nth bullet with a different type. you can have the visual appearance of that bullet be an illuminated ...



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