That's a reasonable solution, if fighter visibility turns out to be a problem.eleazar wrote:* We should probably put fighters on a level slightly above the "normal" ships for visibilities sake.
Yes, I suppose it could, but I don't think that it will produce the desired effect when used with ships. Ships are sure to be a lot slower and less agile than fighters, so constant course corrections won't have the same effect. And I'd like to see the problem crop up enough to motivate solving it first.* Couldn't the "Boids" behaviors be use to keep ships from clumping and intersecting? It doesn't bother me nearly so much that ships can pass through each other as that an indefinite number of ships could move to the same point, and all be perfectly invisible inside the largest ship.
No. That's necessary in FPS games, but our hit determination will be entirely probabilistic AFAIK. Line-of-sight, etc., will not be relevant. We only need collision detection for the user to select objects, and for some other graphical niceties, e.g. an explosion may need to be placed at the intersection of a beam and a ship model.* Don't we need some sort of collision detection to find out which ships are hit?