20.03.2015, 12:33
Take the "nearby" object's collision radius into account. If the first object does not detect the collision to the "nearby" object, then the "nearby" object would have to detect the collision as we will be doing a future check with collision radius itself.
EDIT: According to me, for this process ColAndreas's raycating would not be needed actually. As we are doing more prominent raycasting (kinda) for collision detection. But, ColAndreas's raycating would obviously be needed for map to object collision detection rather than object to object.
To Pottus, a suggestion for you. What about SetFPS(amount) or SetPlayerFPS(amount) ? Will be useful to perform simulations through pawn, I guess.
EDIT: According to me, for this process ColAndreas's raycating would not be needed actually. As we are doing more prominent raycasting (kinda) for collision detection. But, ColAndreas's raycating would obviously be needed for map to object collision detection rather than object to object.
To Pottus, a suggestion for you. What about SetFPS(amount) or SetPlayerFPS(amount) ? Will be useful to perform simulations through pawn, I guess.