[Long term] Better collision system

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[Long term] Better collision system

Post by johnreverse on Wed Jan 11, 2017 11:14 pm

As of now the collision system is a little bit wonky at times. I propose to rewrite this system so the spaceships react more realistically to collisions(when you hit something it moves etc.).

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Re: [Long term] Better collision system

Post by Remitorm Darkwind on Thu Jan 12, 2017 1:11 am

that could caue an issue what if you hit a asteriod in a planets ring which hit another asteriod then another then another it would be a catastrophe so you might want to tweak it so that and object hit inherits half the speed of the object it collided with and so forth then when say an asteriod hits another asteriod and then another and so on there will be a stop and saturn wont have huge holes in its lovely rings
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Re: [Long term] Better collision system

Post by johnreverse on Thu Jan 12, 2017 1:41 am

1. That's not how it works. You don't render and simulate whole rings, you just simulate the vicinity of your spaceship. If you would want to actually simulate whole rings you would need a supercomputer and the render time of a single frame would be in days if not way longer.
2. I said realistically. Asteroids(or anything) can't inherit 100% of the energy of spaceships(or anything) crashing into it. Additionally asteroids are kinda big in this game so crashing a spaceship into one wouldn't give it much velocity but it would surely wrap your spacecraft around it like a pancake.

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Re: [Long term] Better collision system

Post by tsunamayo on Thu Jan 12, 2017 8:54 am

Yes it is quite wonky, I will improve it of course. In this post I detailed the status and the work I will do to get better collisions : you can have a read if you want, but yes I will add physics to it.
http://skywanderers.forumjap.com/t32-collisions-status-and-progress

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