I was doing all my collision detection by collision solids, and no problem with that. But then, I thought that projectiles fired by my avatar shouldn’t pass through the walls. As the whole architecture is kind of complex/tedious to wrap with collision solids, I used
setFromCollideMask(BitMask32.bit(2) | GeomNode.getDefaultCollideMask())
in the missile so I could handle walls too. Somehow I got it to collide with walls, but a problem arised with that modification: Sometimes when the missile hits a target that used to work nice before, the collision queue has hundreds (literally) of entries.
I suspect the missile is colliding with target vissible geometry instead of its collision sphere. My question is: what should I do about it? (if I can do something) Doing the collision sphere larger doesn’t seem to work. Do you think a possible solution would be to make some visible geometry collidable and some not? (If it can be done, of course)