I'm facing a little challenge with one of the situations in a RTS project.
The player - among other things - can move long ships. Given a target, they start moving, and if the target is not on the bow direction (straight forward), during their way to the target they follow an arc and rotate on their Y axis. It's a little more complex, but let's make it easy. Now, during the rotation it's possible that part of the ship (e.g. the stern, or the side) collides against something in the scene (a coast, a dock, another ship, etc).
When the ship is moving straight forward, it would be easy to stop her if an obstacle was near her bow. And then use some kind of pathfinding. But when we talk about the stern moving along an arc, as a consequence of the changing bow direction, really it's a completely different kettle of fish.
Not to risk too complex behaviors, the ships simply don't have any rigidbody. And they're obviously made of many parts (including ones with independent behaviors like gun towers). And the moving routines act on their root.
Any idea on how to manage such situations?
Jean, any caffeine for my brain a little asleep ?