beyond-all-reason / beyond-all-reason/RecoilEngine
Piece colvol rotation
- Dominant language
- C++
- Stars
- 679
- Forks
- 290
- Avg merge
- 3d 2h
- Merged PRs (30d)
- 40
Description
Consider a starfish-style 5-legged unit like this:
Say I want each leg to have a per-piece colvol. Right now colvols are oriented alongside cardinal directions, so have to look like this:
The request is to add some way to make it possible for them to look like this:
`Spring.SetUnitPieceCollisionVolumeData` lets us change scale and offset of these colvols, but not the rotation. Perhaps split the above into `spSetUnitPieceCollisionVolumeScale` and `spSetUnitPieceCollisionVolumeOffsets` and add `spSetUnitPieceCollisionVolumeRotation` to match?
Contributor guide
Research direction
Start by tracing the implementation and bindings for Spring.SetUnitPieceCollisionVolumeData, focusing on how per-piece scale and offset are stored and applied. Compare the existing collision-volume API with the requested rotation support; done means starfish-style pieces can orient each collision volume independently without losing scale or offset behavior.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- game-dev
- Issue type
- Feature
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Quiet
- Clarity
- Mostly clear
- Newbie friendliness
- 48/100