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.
#Custom collision handling
1 messages · Page 1 of 1 (latest)
Collision groups. I think. I’m unsure if that would work tho
Since I won't have models on the server I can't use any of the regular collision mechanics as far as I know. The way you're describing is indeed how I have it right now, which caused issues hence I'm thinking of a solution
i think for custom collision you just need to use raycasts