SimpleCast - An Alternative to FastCast

Id probably use raycast params?

I’m a bit confused about replication. We have to fire a new cast (from the sender’s position) to replicate the castobject?

This would completely ignore the part. What I want is for the projectile to still go through a specific part, while still registering a hit.

You add them to the params on casthit

This is how I would replicate it.

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very handy module! always wanted to de-bloat FastCast or make it a bit more readable but looks like you’ve done it all already, thanks! will definitely use this for my framework.

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Would be nice if there would be a simplecast website for docs, exactly like fastcast it’s easier because it includes tips/notes/warnings and clear information of their api.

Was parallel lua ever implemented into the Module?

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Im having some problems, i tried to debug it and seems like my Projectile sometimes doesn’t get parented where it should, it either gets parented in void. or in the CacheDump. This occurs after the Projectile gets destroyed, The issue lies in CastTerminating, deleting in OnCastHit is the only workaround.

I’m a bit stuck tbh, For some reason whenever i change the Speed to a higher value, The Projectile kinda just stops before it hits the end but when i lower the Speed it works. I tried removing alot of code that i think could be doing this but that didn’t do anything so here i am.

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Any way to delay CastTerminate without it breaking? I need the cast to follow an animation before it is terminated.

Greetings, How can I make it work in Server.

Overwrite the CastTerminate play the animation then terminate it. The other solution would be to create a new object and play the animation from there.

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You would need to use RemoteEvents. Fire on the client then send that data to the server to send to the other clients.

I Learned physics and I know how to do my own thing now.

Very nice. That is my main goal with this module. What did you end up doing?

I Copied the projectile motion kinematic formula, then I applied it to the lego game and did some magic then it worked, Thanks to God then to physics.

Hello!
I noticed your using a custom implementation of PartCache. I was wondering if you were aware of the BulkMoveTp() function which squeezes even more performance out.

Here’s a resource that uses it for reference: ObjectCache - a modern, blazing-fast model and part cache! - #56 by PysephDEV

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does this follow actual projectile motion?