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Raycast vehicle in godot part 2 (Acceleration) 

thalesr
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Hi! In this part we will start moving our car. We use a simple approach, just a constant force being applied, since my goal is more an arcade type of car it's ok. But you can improve it adding an acceleration curve for example or more advanced physics.
Also we add some visual debug tools to help us understand better what our vehicle is doing.
The car still slides and we're not able to steer yet. We will address those issues in the following videos.

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6 сен 2024

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Комментарии : 20   
@HaHAjax
@HaHAjax 7 месяцев назад
1:50 in the (currently) latest version of the physics/Godot, replace the "draw_arrow_line" with just "draw_arrow". took me a bit to figure that out lol
@shindig9000
@shindig9000 4 месяца назад
Thank you kindly
@Soroosh.S83
@Soroosh.S83 3 месяца назад
Thanks buddy
@snortymcsnortface
@snortymcsnortface Месяц назад
This is EXACATLY what i was looking for. all the other tutorials where making too simple cars, but i wated something like this!
@xf1521
@xf1521 9 месяцев назад
Awesome tutorial. Thank you so much. Please keep making tutorial parts until making the exactly same thing that in your latest vid before part 1 with particels and sound effects. You are a king:)
@user-ot2mk1wb7s
@user-ot2mk1wb7s 9 месяцев назад
Thank you for this tutorial. Please don’t stop make new tutorials in Godot. 💪🏻
@TheMarand
@TheMarand 9 месяцев назад
Wonderful! Thank you so much for this!
@Soroosh.S83
@Soroosh.S83 3 месяца назад
-Just to mention that you changed some of the codes off screen for example on the (var point = etc. ) it was raycast dest befire but now it wasn't and it was replaced with collision_point- Edit: sorry it seems I only saw 75% of previous video and I then slept and forgor to back again so yeah ignore my comment, overall great video it's working till this part it's awesome even tho I don't understand how some codes are working I'm just writing them, anyway thanks 💜
@5th_Vertex
@5th_Vertex 9 месяцев назад
Thank you!
@quetz1779
@quetz1779 23 дня назад
I am having trouble with line 38 at 3:50. I have my raycasts at a length of 3 instead of 1, and this seems to cause my debug line to point to the world origin. I don't know how to fix this.
@quetz1779
@quetz1779 23 дня назад
I just made my own debug line using an arrow instead, the line_hit_offset confuses me.
@KENISEG
@KENISEG 3 месяца назад
why Vector3(-pos x, force, - pos z) instead (pos x, force, pos z) ? why its broken when pos variables are non inverted?
@thalesr6916
@thalesr6916 3 месяца назад
in which part?
@KENISEG
@KENISEG 3 месяца назад
@@thalesr6916 2:22, line 37
@thalesr6916
@thalesr6916 3 месяца назад
​ @KENISEG I don't remember very well lol. But it seems we need to "cancel" the position we are adding with since we just care about the y axis. If we're multiplying we could replace those values with zero. I would have to tinker with this code to understand again
@gos994
@gos994 6 месяцев назад
The car is rotating in either direction istead of going front and back
@thalesr6916
@thalesr6916 4 месяца назад
can you give more details of what is happening? You mean when you press accelerate it turns instead?
@FanboyKisser
@FanboyKisser 3 месяца назад
I had the same issue, I assume you have this line in your code: car.apply_force(-dir * z_force, point), this should be: car.apply_force(-dir * z_force, point - car.global_position)
@gos994
@gos994 3 месяца назад
​@@FanboyKisser thanks
@RafaelRodrigues-jq6uc
@RafaelRodrigues-jq6uc 5 месяцев назад
bro are you brazillian?
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