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Showing results for tags 'collisions'.
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Because for today in Dres ring are no collisions, I thought, how will they work in the future. There are so many oblects which must be uploaded while you fly in rings, and I think that uploading many data, like updating space rocks which is in craft's phys range right now, can cause perfomance decrease. Especially if in KSP2 will be gygantic protoplanet disks (I'm sure they will). I believe that rocks, which is not predicted to crash in your craft, won't be complete game objects with collision mesh in some kind I'm not unity game programer and my ideas can be wrong. I tried to visualise the concept of collision system for rings and how I understand this: In VAB you had craft parameters like lenght, width, height, I made a box with them around my craft. I have attached to craft normal vector, which sets orientation of this box. I add vector of craft relative speed, which is relative to speed of ring in its part, where is craft now. Using this vector I create collision space by creating a section of the box perpendicular to the vector of relative velocity, and lengthening it backwards so that the craft is in collision space space, and forwards by the length optimal for the calculation at a given relative speed. Forward lenght can be formula from relative speed or lenght can be equal to phys radius range. If rock enters collision space (like some of its mesh node enters this space or another method) you can make it an complete game object with collision mesh and physics and calculate interations with it I tried to solve problem to get rid from data of objects, which won't obviously collide with craft, like objects backwards and on left and right of craft. If you have suggestions or experience in some tech stuff, you can point out my mistakes and/or make a suggestion how to improve collisions in planet rings
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https://www.yahoo.com/news/piece-space-junk-chipped-one-165222115.html
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