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When an entity that's docked to another gets shot off the lag caused by collisions between the two is problematic, especially when one entity was inside the other.
For a solution, when one entity (the child) gets shot off another (the parent) allow the entities to collide for a short time (a fraction of a second) or until their travel directions are confirmed as different from each other, and then turn off clipping for the child entity until it has completely cleared the parent entity.
This isn't a perfect solution (there probably isn't one) - we'd sometimes see detached internal entities float out *through* their surrounding parent entities - but it's effective,relatively simple, and doesn't require changes to game mechanics.
For a solution, when one entity (the child) gets shot off another (the parent) allow the entities to collide for a short time (a fraction of a second) or until their travel directions are confirmed as different from each other, and then turn off clipping for the child entity until it has completely cleared the parent entity.
This isn't a perfect solution (there probably isn't one) - we'd sometimes see detached internal entities float out *through* their surrounding parent entities - but it's effective,relatively simple, and doesn't require changes to game mechanics.