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# System prepended metadata

title: 'ARCHIVE - SS3D Dev Post #1'

---

# ARCHIVE - SS3D Dev Post #1
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## Ragdolls

And collision effects according to blood color and type of injury. Ragdolls were already a feature in prototype but since then I rewrote the code so they are actually networked.

Because of optimisations the exact position of each limb on a ragdoll obviously looks different on each client but i think that's fair tradeoff.

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## Soft character collision

Now characters repel each other (with varying strength) if they are too close instead of acting like an inpassable wall. That decision allows to avoid a lot of problems in multiplayer experience and defines how passing through works with HELP intent.

Repulsion is doubled for non-HELP intents, so the characters still could block a hall or doorway if they wish to do so.

I also consider more exotic approach - to have only front part of the character to have an ability to block, but that might turn any kind of queues (like HoP's line) into a mess.

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## Silhouettes 

Object under a cursor is highlighted now - green if it is in range for interactions, and red if you are also in HARM intent. That could change in future, but i made an option to turn this off.

It doesn't really affect performance so such an effect could be used to highlight objects that are obscured on "north" of the wall. Also i consider this to be used as a placeholder for a thermal goggles effect. 

