Weapon polygons that would do damage by collision

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Jay
RF Dev Team
Posts: 1232
Joined: Fri Jul 08, 2005 1:56 pm
Location: Germany

Re: Weapon polygons that would do damage by collision

Post by Jay » Wed Jul 30, 2008 12:26 pm

The first two are no problem, as you can just add/remove damagepoints as you like, when the pawn attaches its weapon, you add the damagepoint, when it removes its weapon, you remove the damagepoint.

I am not sure about the third, this is very close to per-poly-collision and would be difficult to achive in code. The current bone-collision test works like that: RF looks if the bounding box was hit, and only then it looks which bone you hit. Also i am not too sure how this would impact the speed of the game, as it would need one collision test for each bone in the game, and not for each actor. Let's say you have 50 bones average in you models. Then the collision detection that has to be done will multiply by 50 for those actors.
Everyone can see the difficult, but only the wise can see the simple.
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