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branchrust_reboot/main/naval_update/boat_building/directional_dragcancel

8 Commits over 0 Days - ∞cph!

20 Days Ago
cleanup left note for possible change to how angles are populated if it proves a performance issue
20 Days Ago
added command to print DragByAngle table of a boat you're looking at (admin only)
20 Days Ago
reduced ray count slightly and only recaching BoatBuildingBlocks if the list is empty
20 Days 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
20 Days 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
20 Days Ago
merge from boat_building
21 Days 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
21 Days Ago
structure to query drag by angle from flattened pre-baked data (dummy data for testing)