Atrik Posted 1 hour ago Author Share Posted 1 hour ago @real_tabasco_sauce there is nothing that force elephants or boats to be "solids". Above you have videos of cavalry charging some civilians, you can see it's still doing some physics, but if you don't add "solids" to boats and elephants : 1. Their collision area is a circle at its center, so things that hit him and that he hit don't spin him as much as you'll expect have to hit him at center, front and back are ghost parts you can just go through are weaker (elastic) 2. Path-finding don't ignore idle units so they are considered as obstacles Link to comment Share on other sites More sharing options...
Thalatta Posted 1 hour ago Share Posted 1 hour ago 16 minutes ago, Atrik said: this thread is already about trying to get units that both try to not overlap Maybe it would be nice to have some custom scenario with all put in place to test everything (elephants going around tight spaces, them and cavalry charging infantry, ship collisions, etc), while knowing what the idea for each should be. Then we can compare different implementations in many particular situations. Link to comment Share on other sites More sharing options...
Adriano0ad Posted 49 minutes ago Share Posted 49 minutes ago It would be really cool to apply this technique to trees as well—having elephants walk past them, shaking or even knocking them down, or catapults toppling trees when they fire. That would add a great sense of realism. Link to comment Share on other sites More sharing options...
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