userGriglercancel
branchrust_reboot/main/naval_update/boat_building/directional_dragcancel

8 Commits over 0 Days - ∞cph!

2 Months Ago
cleanup left note for possible change to how angles are populated if it proves a performance issue
2 Months Ago
added command to print DragByAngle table of a boat you're looking at (admin only)
2 Months Ago
reduced ray count slightly and only recaching BoatBuildingBlocks if the list is empty
2 Months Ago
better ray batching, as always it's bottlenecked by Verify - added GamePhysics.SortDeferred which returns the sort JobHandle, useful in this case where we're scheduling multiple parallel batches
2 Months Ago
mapped accumulated area to drag values, needs further balancing but adjusts between 0.8->1.5 rang currently - using batched casts, still a bit slow - substepping drag values between angles for continuous values
2 Months Ago
merge from boat_building
2 Months Ago
initial WIP directional drag (not balanced and not fast) - take a set of planes offset from hull block bounds at a regular set interval - project min/max bounds extents onto plane and perform a set of raycasts in flow direction and use dot of normal against -flow to scale drag impact and accumulate - drag is saved per-angle and will update for the boat at set intervals by slerping between nearest values to current angle of velocity against forward - considering this as "drag" currently, but may apply this as a force for easier control
2 Months Ago
structure to query drag by angle from flattened pre-baked data (dummy data for testing)