Before making any changes, create a new git branch dedicated to the collision/crash physics work. Do not modify the current working branch directly.
Use ultracode throughout.
The X feedback is correct: objects like the ship can phase through the walkers.
/loop through the entire scene and add accurate hitboxes and collision physics to every moving or interactive object. Make sure fast-moving objects cannot tunnel or phase through other objects.
Fan out sub-agents across non-overlapping objects/systems.
Define believable collision outcomes based on what hits what:
- Speeder → walker: speeder takes most of the impact, violently deflects/spins/crashes; walker reacts according to impact force/location but feels massively heavier.
- Speeder → speeder: exchange momentum, deflect/spin, take damage, and potentially lose control/crash.
- Speeder → terrain/structures: glancing impacts scrape/deflect; hard impacts cause severe loss of control/crash.
Use relative velocity, mass, impact angle, and hit location rather than simple “stop on contact” behavior.
Also review the existing speeder crash implementation. Improve momentum, deflection/spin, ground impact, sliding, debris/VFX, and camera feedback. Avoid canned or identical crashes.
After each implementation, have a separate harsh review sub-agent /loop over the work. Fix everything it finds and repeat until there are no missing hitboxes, clipping, phasing, tunneling, or unrealistic collision/crash behaviors.
Do not stop until the entire scene has been audited and the reviewer is genuinely impressed.
Use ultracode throughout.