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Implement explosion damage for missile based weapon #12
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After experimentation, move way from initial raycast based explosion To a simpler area2D explosion The reason is the performance can drop to 10 FPS under certain cases when there are 5 - 10 missile explosion happen once. If reducing the raycast number to lower number, it seem the explosion effect is not that realistic (i.e 60 rays as oppose to 200 rays). Utilize area2D seem to be much perform as the FPS remain around 60 even with 5 - 10 missile explosions. The tradeoff is less accuracy but overall seem good enough in some degree. Also utilize deferred method to dynamically adjust raycast parameters During missle explosion, utilize deffered to avoid warning In
Also in
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Also change overall projectile from raycast + area2D to pure Area2D again. As it seem with godot 3.3.4, the Physics for Area2D are much more accurate alone. This allows better performance for browser based export. |
…y as Godot 3.3.4 seem able to handle it well with Area2D alone. Also move alway from explosion with raycast2ds into one Area2D. Both aim to improve performances and confirmed through web export that stays around 30 FPS (60 FPS local) even with 5 - 10 explosions at same time
Close the issue with current implementation |
As a player, I want missile type weapon to have explosion effect to impact blast area
Similar effect as describe in
https://www.youtube.com/watch?v=xPk9cxHrPrU
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