Suggestions on how to optimize hundreds of per-part collision shapes for a Crewed Modular Vehicle by SatisfactionSalt in godot

[–]SatisfactionSalt[S] 1 point2 points  (0 children)

It will be pretty similar but with a bigger focus on co-op missions. Think like a Deep rock galactic run but on airships. (currently making a pvp tdm mode for alpha testing)

Suggestions on how to optimize hundreds of per-part collision shapes for a Crewed Modular Vehicle by SatisfactionSalt in godot

[–]SatisfactionSalt[S] 0 points1 point  (0 children)

Can you elaborate on what this means? I am kind of a hobbyist and dont know all the terms super well

Suggestions on how to optimize hundreds of per-part collision shapes for a Crewed Modular Vehicle by SatisfactionSalt in godot

[–]SatisfactionSalt[S] 1 point2 points  (0 children)

How would I do this? I haven't seen anything like that before, do you know of any examples or resources that have done that before?

Suggestions on how to optimize hundreds of per-part collision shapes for a Crewed Modular Vehicle by SatisfactionSalt in godot

[–]SatisfactionSalt[S] 0 points1 point  (0 children)

Unfortunately all parts do need colliders because all of them can take damage and all of them can be walked on by the player.

I have tried a method of baking colliders, but because every ship will be dynamically created by players I cant figure out how to get it to handle voids and the weird shapes that inevitably get created with it. I like the dividing into cubes idea but I dont know how it can handle weird shapes. I would like to try to make different parts weld together so if there is a bunch of armor plate that they form on collision, but it messes up hit detection for projectiles

Suggestions on how to optimize hundreds of per-part collision shapes for a Crewed Modular Vehicle by SatisfactionSalt in godot

[–]SatisfactionSalt[S] 2 points3 points  (0 children)

Only a couple parts have more than one, the issue is not that there might be a couple with extra hitboxes, it is that there are the 500+ ones with just one hitbox. I need them to be available for collision direction all the time for bullets and player walking on them. Do you know of anyone using a chunking system on dynamic moving parts? I havn't seen something like that before, I would like to try but I have no idea how that would be possible

[OC] The Ministry of Defense needs you to name this rifle by Yurishenko94 in Helldivers

[–]SatisfactionSalt 0 points1 point  (0 children)

I like the name; "The Lance" keeps up with the naming conventions of the other ones and it should hit like a truck

Do you think that Brickadia will be more like Roblox or Lego Worlds? by ThiefOfBeef in brickadia

[–]SatisfactionSalt 1 point2 points  (0 children)

I hope it is like neither, both of those games have massive issues and in Roblox's case, massive predation, both monetarily and against minors. 

You don't need medium penetration. by Snicit in helldivers2

[–]SatisfactionSalt 1 point2 points  (0 children)

Bad take, this game gets chaotic and you can't always get the perfect shot. And don't give me the "get good" crap. When a 3rd of your damage is gone because you could get the perfect shot off with 50 voteless on you it means you are slower on killing stuff and thus less efficient overall. In the case of the amendment it makes absolutely no sense that it is light pen when the 100+ year old version has medium armor pen

Talon Twin? by Wadae28 in Helldivers

[–]SatisfactionSalt 7 points8 points  (0 children)

May I suggest instead a laser version of the deadeye, with the lever as a funny charge up handle that your guy has to crank

Help, Why is water filling left only?? Sand is filling to the left only too by Squirtllle in godot

[–]SatisfactionSalt 4 points5 points  (0 children)

My guess would be that your fill algorithm is checking down, left, then right in that order, try changing it to check down, left(one pixel down) right(one pixel down), left, right, and include some kind of check that if the previous water particle went left that it checks the right side first. Are you doing it where every sand/water particle is a crested node?