Hello, this is my first time posting here. I’m not asking for any specific coding help, I’m just looking for someone with enough experience to give me advice for how to plan out this possibly very highly intensive server-side manager system for my game.
The system would handle collision detection for every unanchored part in my game. I’m thinking of something similar to the hit detection system that Natural Disaster Survival has, where if a part hits you at a high enough speed you would take damage.
I want to scale this system for a very large map and this system would not only detect collision and call possible damage for any player, but also for any object(parts) in the game. So basically, if any unanchored object in my game moves at a high enough velocity I want to monitor it for any possible collision with another object, and if it collides with another object(thinking about collision detection using parts in bounds) I want to compare the hit object’s resistance with velocity of the projectile-like object that hit it(would also consider the mass of the projectile-like object), and if the energy/velocity is greater enough than the resistance of the hit object then I would apply an impulse(impulse is based on difference of velocity and resistance) to the hit object and damage it too(also based on velocity and resistance ← for any part, calculation would be different for a player’s HP). For a player, they would get damaged via humanoid HP, and for an object(part) it would get damaged via storing the max hp ← most likely mass, subbed by the damage – or current hp(if already damaged) subbed by the damage – the hp for any part (that is damaged) would be stored in a globally accessible table.
There are various possible problems related to resource management, but one of the biggest ones is applying a monitor to any part that is moving at a great enough speed. Keep in mind, I plan to have thousands of parts within my game, and the map would also be huge too.