Quote:
Originally Posted by Pursuivant
Perhaps the better solution is to rework damaged/destroyed effects for all collisions based on relative speed of collision and (relative) mass of the objects involved.
|
Well,
yeah. No offense, but this is an obvious thing to say.
Very easy to talk about what needs to be done. Entirely different matter to know specifically what to do to actually make it work, and without breaking something else in the process. Especially when digging in modifying someone else's existing framework.