Mtasa-blue: Increase performance (tick rate checks?) of collisions

Created on 14 May 2019  路  2Comments  路  Source: multitheftauto/mtasa-blue

Is your feature request related to a problem? Please describe.
Collision detection is just simply not accurate enough with collision shapes. See this video: https://youtu.be/yPEBGy3G0IM
Describe the solution you'd like
A faster tick rate, or non-teleport positional checking of collisions.
Describe alternatives you've considered
My work around is going to be a col cylinder + ray checks. Maybe more expensive. I would prefer to just use polygon collisions.

enhancement

Most helpful comment

copy idea from unity 3d and make another function for that
https://docs.unity3d.com/ScriptReference/Rigidbody-collisionDetectionMode.html
setColshapeDetectionMode(colshape, detectionMode)

the problem is that you need more precious detection only for some colshapes,
if you have cuboid 10x10x10 in city where players moving slowly you can stay at current collision mode
but if you have fast race with checkpoints with 2m collision radius, sometimes you can just don't collide with checkpoint

All 2 comments

copy idea from unity 3d and make another function for that
https://docs.unity3d.com/ScriptReference/Rigidbody-collisionDetectionMode.html
setColshapeDetectionMode(colshape, detectionMode)

the problem is that you need more precious detection only for some colshapes,
if you have cuboid 10x10x10 in city where players moving slowly you can stay at current collision mode
but if you have fast race with checkpoints with 2m collision radius, sometimes you can just don't collide with checkpoint

Nice idea, @CrosRoad95!

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