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Enhance collision precision #105

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Buom01 opened this issue Oct 18, 2019 · 1 comment
Open

Enhance collision precision #105

Buom01 opened this issue Oct 18, 2019 · 1 comment

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@Buom01
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Buom01 commented Oct 18, 2019

Hi,
For a long time ago, I found that buildables look like they floating in the air.
I dig a little, I found that's it's related to CG_PositionAndOrientateBuildable, but according to some experiments, the function didn't seem so efficient and I didn't find how to enhance it.
So I open this issue to know if there are some way to enhance it, without impacting performances.

@Buom01 Buom01 changed the title Enchange collision presision Enhance collision presision Oct 18, 2019
@Buom01 Buom01 changed the title Enhance collision presision Enhance collision precision Oct 18, 2019
@dGr8LookinSparky
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We do have a completely different way of placing buildables on the Unitremia server, have you noticed this issue there too?

I should add that the buildables use an "axis aligned bounding box", which means that the actual physical aspect of the buildables has to be shaped like a box and can't rotate, this has resulted in a lot of obvious collision related issues for buildables that have existed since Trem started.

Alternatively, there is potential support for buildables using "capsules" (that is pill shaped objects that can be rotated, or even adjusted to be a sphere) probably without having to break backwards compatibility, but this would be a good amount of work to implement (but still doable). Rotational capsules and sphere would better fit with many of the buildable models. If you would like to explore implementing capsule support for buildables, I encourage you to do it and would greatly appreciate that contribution :) !

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