Well yes, that's how I have it done for the lasers, but I'm already pushing the number of geometries with one per module so I absolutely need to have as much stuff in a single mesh as possible.
Doesn't mean I can't bitch about the exporter absolutely messing this up though
I fully figured out the rotations now! The video sound is a bit off since youtube deleted a music track that it didn't like.
Turbolaser towers anyone?
It's very apparent in the video and less while playing but the fired shots do make quite a bad performance impact...which isn't due to the graphics but the target detection.
Each shot does a raycast for the distance it will travel in the next frame to see if it hits anything, which is about the only way I could make it work really accurately.
All projectile weapons so far have been physics based objects which had a tendency to skip through targets even with ccd enabled since I have to discard the collisions between them and the other bullets which somehow makes it skip reporting collisions with other stuff.
Does anyone know any cool (see: better) way to do this sort of collision detection? I suppose I could do it every second frame instead of every frame but that's not really a solution.