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I plan to realize bullet ballistics at lengthy distances, with a slight drop.

I might additionally attempt to add networking reconciliation with a library, since I do not actually have the talents or assets to implement it correctly myself. I’m utilizing the Godot Engine (there’s a C++ one, as a module), however I might additionally use plain C++, since I’m looking for low poly graphics.

With CCD (steady collision detection) rifle bullets journey quick, 800m/s at first, perhaps 70% slower after a ways.

Any individual made the suggestion that it will be higher to do frame-by-frame raycast as an alternative of CCD, since raycast are cheaper.

  • Bullets would go by means of skinny surfaces like plaster/wooden/skinny concrete, I do not know if CCD works if I disable collisions reactions (I would like collision to be detected, however I do not need bullet to “bounce”). I do not need bullets deviating their trajectory after hitting a floor, that is an excessive amount of realism and a bit too intensive (some video games applied it).

  • Bullets would deal much less injury after passing by means of a floor. Since a quick bullet can go by means of a participant and a floor in a single body if each are close by, the sport must know if the bullet handed by means of the floor earlier than it reaches the participant.

  • With CCD, bullet drop and friction can be dictated by the physics engine, and I do not know if this works nicely with community reconciliation. In the meantime, successive raycasts could be quicker, and it has the benefit or letting me have finer management over the bullet trajectory, velocity, and so forth.

There are too many unknowns about how CCD works in godot or bulletphysics, so including passing-through AND networking would make it extra difficult. I’ve the instinct that utilizing raycasts is the safer solution to go.

On this instance, a raycast can be carried out at every body, and the raycast size would lower at every body, because the bullet slows down.

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