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What happens during the simulation is:
This means that if your capital ship is |
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Hi all!
I have a somewhat specific problem. In our space game we have a system where flying close to something much larger lets you move with that larger object as your coordinate system, mainly so that things like combat or docking at moving ships are possible.
Unrelatedly, in order to minimize instances of tunneling into or through objects the player-controlled ship uses the motion quality LinearCast. We don't use this for more objects for performance reasons.
In my specific test example I have a capital ship moving at a constant 1km/s, with the player in a spacesuit (technically just a very small and slow ship) going under 10m/s relative to the capital ship. Depending on the relative position I'm seeing some incorrect collisions resulting in position jumps over 10m, which don't happen if the spacesuit uses Discrete motion quality.
Thinking about, this makes sense. The capital ship has moved by over 10m since the last frame, so the CCD cast might begin from a position that used to be free but isn't any more. (Or end at an one, if LinearCast happens before Discrete.)
Barring any hyper-custom solutions (e.g. modifying the start location and velocity used for LinearCast to be relative to the potential obstacle) I've basically resigned myself to having to use Discrete motion quality for the player-controlled ship as well. Unless someone has a bright idea?
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