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In regards to collisions: I really love how every object has collisions right now. However, it seems there are a lot of times we fall through hard objects, including our own ships (my 325a after every EVA). What are future plans to create more reliable collisions?asked by ALIEN EAGLE

TL;DRFalling through objects comes from passing between a ship's local physics grid and the world grid, caused by code or broken or unstreamed assets; the plan is simply to keep fixing bugs as they appear.

Yeah so this is actually a really good point and to talk a little bit about this and why it happens. So you guys are aware most of the ships now have the local physics grid within them which is a sparse grid that has just local physics world informations so it's a little island, sitting inside a bigger island, sitting inside a bigger island of physics.

Islands in the stream, that is what we are.

Well said! So basically what's happening when this happens. So it's only going to happen when you do a pass between the local physics grid and the world grid and going back and forth between them is basically a really tricky for us to deal with. Because it's not only dealing with the play that's going back and forth in-between sending forces in-between. Even trickier is that the bounds for that local physics grid actually exists on the asset.So on the ship itself we built it into the weapon – actually ship script so what's usually happening here and is usually one of two things. It's either the code has been a little bit messed up in terms of when you are passing between these things, dealing with transferring all the character attachments and everything and if all of that isn't transferred over you're going to fall through. The other times this happens is when the asset itself has gotten broken in some sort of way or even worse that one piece of that asset hasn't streamed in yet. So that's a big, big problem.Sometimes we will get the mesh in and the local physics grid information does come in. Usually that's what you're seeing in a lot of the PU releases, a lot of the PTU releases we ended up in this situation with a couple of ships. So the way you can kind of tell what's going on is, if happens with every single ships that's probably the code. But if it happens with just one ship well it's probably just the asset itself.These are just normal teething pains when you are trying to work on a physics system like this. Just because there's so many interdependencies and complexity to passing all that data in and out, in and out, in and out. It gets really crazy when there's three levels of nesting of something like that. You've got an Idris, which has a Connie, which has a Merlin. It can get pretty crazy! So just dealing with every single situation with that, it's pretty normal teething pains. So I would say the future plans to make it a little more reliable is just to fix the bugs with it really. As we run into them absolutely we fix them.

Fixing bugs is what we like to do!

Fixing bugs!

Squish them!

Squish them!

Going on a bug hunt!

10 for the Developers›Episode 04·
Published on this date.8 Feb 2016
EpisodePhysicsShips