I'm not good yet with code based articulation, so forgive me if I sound like a pleb.
So while talking in chat I discovered that the reason collisions are such a problem is that each block has to be calculated for a collision with the other entities nearby. I will say now that I DO NOT know how well this would work, but my idea is this: Make a collision mesh that wraps around the ship, and simplifies it's structure. ofc weapons will pass through and do regular damage to a ship's blocks. As a ship takes damage, add a low priority process that updates the mesh, but instead of completely recreating the mesh, just find the areas that have been damaged and update those. This could be completed by comparing the blueprint of the ship to the actual one. This will already be partially implemented when schema fixes the repair function of the shipyard.
Devs, lemme know why this won't work plox, because I'm sure I missed something.
edit: how do I add tags I forgot too D:
So while talking in chat I discovered that the reason collisions are such a problem is that each block has to be calculated for a collision with the other entities nearby. I will say now that I DO NOT know how well this would work, but my idea is this: Make a collision mesh that wraps around the ship, and simplifies it's structure. ofc weapons will pass through and do regular damage to a ship's blocks. As a ship takes damage, add a low priority process that updates the mesh, but instead of completely recreating the mesh, just find the areas that have been damaged and update those. This could be completed by comparing the blueprint of the ship to the actual one. This will already be partially implemented when schema fixes the repair function of the shipyard.
Devs, lemme know why this won't work plox, because I'm sure I missed something.
edit: how do I add tags I forgot too D: