15-05-2021, 12:19 PM
(This post was last modified: 15-05-2021, 12:20 PM by josemendez.)
Hi hatchling,
There's no support for spatial queries currently, mainly due to lack of user interest. Most use cases I've been presented with do fine with either simple raycasting against particles in a solver (ObiParticlePicker) or collision callbacks (with or without triggers).
This is much more common in rigidbody engines, as they're usually central to gameplay and used much more intensively throughout the game. Hundreds of raycast/spherecast queries per frame are more common and useful against world geometry than against character cloth or ropes, for instance.
This being said, I'm open to implementing this as most of the foundation is already there as you said. It is just a matter of designing an API and exposing it in a convenient way.
Out of curiosity, what would you use this for in your game?
kind regards,
There's no support for spatial queries currently, mainly due to lack of user interest. Most use cases I've been presented with do fine with either simple raycasting against particles in a solver (ObiParticlePicker) or collision callbacks (with or without triggers).
This is much more common in rigidbody engines, as they're usually central to gameplay and used much more intensively throughout the game. Hundreds of raycast/spherecast queries per frame are more common and useful against world geometry than against character cloth or ropes, for instance.
This being said, I'm open to implementing this as most of the foundation is already there as you said. It is just a matter of designing an API and exposing it in a convenient way.
Out of curiosity, what would you use this for in your game?
kind regards,