#character jump feature

15 messages · Page 1 of 1 (latest)

gleaming terrace
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Is that really necessary to use physics engine if I have to make a character jump over an object, for example the character can jump over a 1m height cube object.

jolly topaz
gleaming terrace
jolly topaz
civic karma
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physics certainly would make it more realistic and it can be quite easy to implement

gleaming terrace
gleaming terrace
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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

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▶ Play video
strong scroll
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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.

gleaming terrace
strong scroll
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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

gleaming terrace
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wow, great information, thanks a lot

civic karma
# gleaming terrace Yeah, I have his lesson. This is using the react with rapier physics. I have not...

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

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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

gleaming terrace
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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. 😭