Why not set all the durations to 0.0 to get the minimum time-step of 1/32.
Then just make the target offset something small like (0,0.1)
I think it would fix that problem of having the unit continue to move forward even after releasing the move button.
This method would rely on being able to just hold down the "w" button to reissue the command every time-step, but it sounded like that is what is happening.
I'm away from my computer. I can't write out the code write now, but you have to put in if/then/else's to prevent a division by zero. That's what I meant by conditionals. I'll be home in a couple hours. I'll write it out then.
@HaggisNZ: Go
I figured out what's wrong with my fix. Instead of using u.x, use v.x/Speed. The problem occurs when Speed is 0, so you have to use conditionals.
You have set
Friction Force.x = 0.0 - CONSTANT_FRICTION * v.x
This makes the friction proportional to the velocity (later on). I think you meant to use the unit vector, <u.x,u.y>. It should read
Friction Force.x = 0.0 - CONSTANT_FRICTION * u.x
Likewise change v.y to u.y in the next line. You might have to tinker with the value of the friction constant once you do this, but it will make the physics a bit more realistic.
I haven't finished checking through all the code yet, but it is really inventive. I like all the possibilities it opens up.
I might be interested in joining your map project, but I have to run for now. Keep it up!
0
Why not set all the durations to 0.0 to get the minimum time-step of 1/32.
Then just make the target offset something small like (0,0.1)
I think it would fix that problem of having the unit continue to move forward even after releasing the move button.
This method would rely on being able to just hold down the "w" button to reissue the command every time-step, but it sounded like that is what is happening.
0
@KratsAU: Go
I seems to be impossible to Obtain the terrain texture at a given point with triggers.
This would be useful if you wanted to, say, make units move faster when traveling on concrete as opposed to grass.
0
@HaggisNZ: Go
I'm away from my computer. I can't write out the code write now, but you have to put in if/then/else's to prevent a division by zero. That's what I meant by conditionals. I'll be home in a couple hours. I'll write it out then.
0
@HaggisNZ: Go I figured out what's wrong with my fix. Instead of using u.x, use v.x/Speed. The problem occurs when Speed is 0, so you have to use conditionals.
0
You have set Friction Force.x = 0.0 - CONSTANT_FRICTION * v.x
This makes the friction proportional to the velocity (later on). I think you meant to use the unit vector, <u.x,u.y>. It should read
Friction Force.x = 0.0 - CONSTANT_FRICTION * u.x
Likewise change v.y to u.y in the next line. You might have to tinker with the value of the friction constant once you do this, but it will make the physics a bit more realistic.
I haven't finished checking through all the code yet, but it is really inventive. I like all the possibilities it opens up.
I might be interested in joining your map project, but I have to run for now. Keep it up!