#character jump feature
15 messages · Page 1 of 1 (latest)
check out this example no physics was implemented here
https://threejs.org/examples/?q=con#misc_controls_pointerlock
oh yes, I forgot about this example, but in the example, the player can run across the cube
basicly you need more speed to overcome the box to avoid contact with it, you need to create big hyperbola.
physics certainly would make it more realistic and it can be quite easy to implement
if you have bought bruno simons threejs journey he has a new lesson about that https://threejs-journey.com/lessons/create-a-game-with-r3f
Yeah, I have his lesson. This is using the react with rapier physics. I have not try rapier yet, if you know rapier has as good performance as ammo? Because I have a scene with large amount of physics colliders. So I tried cannon and ammo and only ammo gives me good performance but ammo is also too difficult for me to use it.
I think I just found the answer here https://www.youtube.com/watch?v=SOFUgOkuHW8
Someone sent me a link to https://www.youtube.com/watch?v=-vvxBWVXxe4 and asked if I wanted to do the same test with Rapier. I did and as with every other test, Rapier beats Bullet handily.
Rapier3D module for Godot: https://github.com/Demindiro/godot_rapier3d
Test used: https://github.com/gururise/RigidBody3D-Stress-Test/tree/physics-server
...
Yes rapier is recommended, if you don't require complex physics.
integration is far better and straightforward. (...and this is an ammo fan typing this 😁 )
only downside is it's a young library, still very promising.
thanks for reply. I still trying to set up the collision, not colliding yet...
You can try to join Rapier's discord. Community is very small but you may find useful tricks from previous users questions. The (solo?) dev working on the Javascript port is very active and ready to help.
https://discord.gg/4Xv9h2Zm
wow, great information, thanks a lot
rapier is not tied to threejs or anything really. you can use it just like that. as always, the main effort is to sync it with threejs which is a little bit of work, but once you have that creating a controller becomes feasible and, which to me would be very important, scalable. say you implement something from scratch, but then you build a game around it, it will become increasingly harder, but with a physics engine it just scales along which is a nice benefit
btw, cannon, rapier, ammo, it doesn't really matter, it's all the same level of complexity. react takes that out as shown by brunos lesson, but if you want to stay vanilla i wouldn't worry. i'd definitively take rapier out of the three because it seems to be the most active
do agree you said they are the same complexity no matter which one I use. Applying physics on a character is a nightmare to me. I keep trying but zero result -> force, orientation, translate direction, nothing to doing correct. 😭