9/26/25 Accurate Collisions is Impossible
a week ago
Atlyss Size Mod Development
This is a weird time to write a journal.
So, I mentioned before I wanted to make a mod that creates more accurate collisions with NPCs (the friendly ones) and even the players!
Last night while I was working on it, I discovered that the mod I want to make may be impossible.
I'll try to communicate this with as little jargon as possible. The models for the NPCs all have a mesh. The mesh contains the data of the model's shape. In my mod, I change the collision shape of NPCs to match the shape of their model's mesh.
This works. However, NPCs are animated. They have jiggle physics. The colliders do not animate with how the model is animated.
For an example, Angela's tail sways back and forth at all times. If you stand in the way of her tail it wont hit you since the collider isn't animating with it.
I have to update the mesh to match the animation. This is possible! I have a method for this that may or may not work. All I would need to do is test it, but I can't.
The mesh is marked as "Non-Readable". This means my code is not allowed to see the mesh's data. The collision cannot change shape.
I cannot make the mesh readable, you can only make that change before you make the game.
Kiseff would need to update the game and make these meshes readable for my code to be viable. This is a change that would be ill-advised as non-readable meshes actually help with a game's performance. Kiseff would have absolutely no reason to do that unless they themselves were trying to pull off the same nonsense I'm trying to pull.
The only solution to this is finding out a way get that mesh's data even though it's unreadable. While this is probably possible, it's way outside my realm of expertise.
So, I can make SLIGHTLY more accurate collision, but it's collision that feels worse than the basic cylinder shape Kiseff uses.
I'll share a WIP version of this accurate collision mod soon on my ko-fi. I don't know if I even want to finish it up for a public release at this point.
So, I mentioned before I wanted to make a mod that creates more accurate collisions with NPCs (the friendly ones) and even the players!
Last night while I was working on it, I discovered that the mod I want to make may be impossible.
I'll try to communicate this with as little jargon as possible. The models for the NPCs all have a mesh. The mesh contains the data of the model's shape. In my mod, I change the collision shape of NPCs to match the shape of their model's mesh.
This works. However, NPCs are animated. They have jiggle physics. The colliders do not animate with how the model is animated.
For an example, Angela's tail sways back and forth at all times. If you stand in the way of her tail it wont hit you since the collider isn't animating with it.
I have to update the mesh to match the animation. This is possible! I have a method for this that may or may not work. All I would need to do is test it, but I can't.
The mesh is marked as "Non-Readable". This means my code is not allowed to see the mesh's data. The collision cannot change shape.
I cannot make the mesh readable, you can only make that change before you make the game.
Kiseff would need to update the game and make these meshes readable for my code to be viable. This is a change that would be ill-advised as non-readable meshes actually help with a game's performance. Kiseff would have absolutely no reason to do that unless they themselves were trying to pull off the same nonsense I'm trying to pull.
The only solution to this is finding out a way get that mesh's data even though it's unreadable. While this is probably possible, it's way outside my realm of expertise.
So, I can make SLIGHTLY more accurate collision, but it's collision that feels worse than the basic cylinder shape Kiseff uses.
I'll share a WIP version of this accurate collision mod soon on my ko-fi. I don't know if I even want to finish it up for a public release at this point.