Entities: inconsistent collision outcomes

Termos
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Entities: inconsistent collision outcomes

by Termos » Mon Feb 11, 2019 13:38

When a 'physical' entity collides with a node, the perpendicular velocity component goes 0, while parallel components remain unchanged, and this is cool.

The problem is, sometimes, not always, on the very next step after the first step following the collision, parallel components become zero as well for no apparent reason.

Is this a known problem?
This is v 4.17, local game.
 

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sorcerykid
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Re: Entities: inconsistent collision outcomes

by sorcerykid » Tue Feb 12, 2019 03:41

That is a "feature" in the CPP collisionMoveSimple() function, which seems to overcompensate for collisions against a node face that is not actually exposed, and therefore reporting false positives. I ended up overcoming the problem by sending information about collisions and movement state to Lua for post-processing. In this video, the "glitch" is fairly perceptible, since its prior to the workaround.

viewtopic.php?p=343126#p343126
 

Termos
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Joined: Sun Dec 16, 2018 12:50

Re: Entities: inconsistent collision outcomes

by Termos » Tue Feb 12, 2019 17:11

Can you tell me more about this workaround? Is it something that you did on your copy or there's a chance of fixing it in a future MT release?
 


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