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Trial: Only physics based movement #10

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CarrotKutay opened this issue May 24, 2020 · 2 comments
Open

Trial: Only physics based movement #10

CarrotKutay opened this issue May 24, 2020 · 2 comments
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documentation Improvements or additions to documentation enhancement New feature or request question Further information is requested

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@CarrotKutay
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Physics based movement

As always there are inconvenient add-ons when using animations and pairing them up with actual physics interactions: feet clip through ground, or are moving / standing in mid air, specific animations have to be used, which in case of not directly creating them oneself are not flexible and have to be matched to fit to a character under different conditions (with items and item interactions).


Can we try something else?

Is it possible to only use physics when moving a character?
will follow along this toutorial and see if it is possible to devise something working in this case. Work will be pushed to new branch (PhysicsBasedMovement)

@CarrotKutay CarrotKutay added documentation Improvements or additions to documentation enhancement New feature or request question Further information is requested labels May 24, 2020
@CarrotKutay CarrotKutay self-assigned this May 24, 2020
CarrotKutay pushed a commit that referenced this issue May 25, 2020
#10
+ managed to include movement for a cube based on physics with DOTS
@CarrotKutay
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Finished Part 1

  • Basic movement is working
  • might need some fine tuning to make the movement more realistic

CarrotKutay pushed a commit that referenced this issue May 25, 2020
#10
+ added friction through physics material for ground
- velocity at startup for player seems a bit slow now
-> increased the factor of holding a key down to make startup velocity increase kick in faster
CarrotKutay pushed a commit that referenced this issue May 26, 2020
#9
+ changed workflow to more separation bewteen data and logic
#10
+ added lookDirectionInput system to turn player towards mouse position on screen
@CarrotKutay
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#12 turn input system working live on branch PlayerBasedMovement

CarrotKutay pushed a commit that referenced this issue May 30, 2020
+ includeing upwards and downwards force depending on surface
- upwards and downwards force is extensive right now (needs adaption)
- player falling down seems very weird
-> might need specific gravity system

#10 changed movement to work with adaptive forces applied instead of changing velocity directly
+ included movement speed component which steers how fast an entity is
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