#Custom collision handling

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hasty rune
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I've been working on a rts game, but I kept running into performance issues. So I decided to dive into the issue and stumbled upon an article of someone also making a rts game and running into the same issue. They suggested to use server side handling of movements (coordinations, orientations etc) and display the visuals on client side. This seems like a great idea, however troops and buildings in an rts also have to consider "collisions". You know when a troop runs into a wall it's supposed to be dumb and keep walking against it until the player decided to move it differently. I am breaking my head over how to handle a custom way of managing said collisions and how to respond to them. (If u have two movable objects moving against eachother they will push eachother etc). Does anyone have any idea how I could handle this or has any tutorials, articles, examples or ideas please let me know.

polar sail
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Collision groups. I think. I’m unsure if that would work tho

hasty rune
polar sail
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Ahh

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you might need to deep research or try a different approach

lilac path