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Bullet raycasting should not be done against CharacterController (capsule collider), but against ped's mesh. The problem is that there is no way to raycast against skinned mesh. The best solution seems to be attaching colliders to each body part, and raycasting against them. This creates additional problems. Should these colliders be the same for all peds ? Or should they be generated at runtime based on ped's model (which adds performance costs) ?
This is needed for:
Detecting which part of body was hit (so that damage can be applied accordingly).
Precise shooting - capsule collider doesn't match ped's body.
Damaging ped while he is in vehicle - currently, there is no way to kill ped while he is in vehicle. In original game, you can shoot ped at the head while he is sitting, and you can shoot him while he is doing drive-by (?).
This issue is related to #34, which also needs colliders attached to each body part.
The text was updated successfully, but these errors were encountered:
On Sat, Oct 12, 2019 at 3:39 AM in0finite ***@***.***> wrote:
Bullet raycasting should not be done against CharacterController (capsule
collider), but against ped's mesh. The problem is that there is no way to
raycast against skinned mesh. The best solution seems to be attaching
colliders to each body part, and raycasting against them. This creates
additional problems. Should these colliders be the same for all peds ? Or
should they be generated at runtime based on ped's model (which adds
performance costs) ?
This is also needed for detecting which part of body was hit (so that
damage can be applied accordingly).
This issue is related to #34
<#34>, which also needs
colliders attached to each body part.
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Bullet raycasting should not be done against CharacterController (capsule collider), but against ped's mesh. The problem is that there is no way to raycast against skinned mesh. The best solution seems to be attaching colliders to each body part, and raycasting against them. This creates additional problems. Should these colliders be the same for all peds ? Or should they be generated at runtime based on ped's model (which adds performance costs) ?
This is needed for:
This issue is related to #34, which also needs colliders attached to each body part.
The text was updated successfully, but these errors were encountered: