Talk:Glitch:Solid breakables

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This is a bug in the physics engine. This occurs when you have activated too much objects with a lot of speed. We tested this problem a lot and there's actually nothing to do to prevent it. Cesm had created a test level showing the effect of the noncars activation velocity on this bug. The faster you hit noncars, the lesser noncars you'll be able to activate before they become rocksolid. Toshiba-3 14:58, September 3, 2010 (UTC)

That's really interesting. I'll test a bit and translate it into easier words, so I can add that info on the article. {EspyoT} 18:50, September 4, 2010 (UTC)
I can't summarize this kind of stuff good enough, that's why I comment into the talk page :] Toshiba-3 20:29, September 4, 2010 (UTC)
There must logically be a minimum required speed for smashing breakables - considering that if you pootle into one at 10mph, you'll bounce off. That speed - or at least a couple of mph above it - would logically be the "optimum" speed for colliding with breakables, so that you'll smash it but pose less risk of overloading the engine. Worth noting? Sordyne 17:26, September 5, 2010 (UTC)
There is indeed a trigger speed set for each noncar/smash. But there's also a minimum trigger speed hardcoded within the engine, so if you'd set 0.0001 as a noncar's trigger speed it'd be smaller than the engine minimum trigger speed and the latter would be used instead. This sadly prevents us from creating foliageFX as we can't go through noncars or hit them without resistance and thus would make the effect seem very weird.Toshiba-3 21:30, September 9, 2010 (UTC)