I am currently making destruction for my game Using CSG,
However the collision gets weird when there’s multiple holes in the part. When Destruction happens in areas where destructed faces are near, the collision of the part bugs out and the player is left floating in the spot.
Player Floating in multiple craters
Collision working normally on a single crater
So Far I’ve tried multiple solutions:
Precision option - When I used the precision option, the problem still persist and makes the computation much longer. Not viable when a game will have multiple explosions at once.
Box Collision - Instead of making the visuals as the collision, I decided to create 2 parts: 1 handles Collision, 1 handles Visual. The visual will have all the thorn parts while the collision is invisible and the crater is just a box. The problem still happens when enough craters are in the part but can handle more craters.
Voxel destruction + CSG - I decided to try out Voxel destruction for the collision and CSG for the visuals of the destruction. It works well with parts but when it came to wedges and corner wedges the module I’m using did not know how to handle it.
Are there any other solutions or alternatives? A Voxel system alternative that can handle wedges would be ideal.