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Releases: CarrotKutay/Colosseum

DOTS Physical Force-Based Movement v2.0

01 Sep 03:54
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Release v2.0

Release is compatible with windows 64 architecture. Input devices such as a mouse and keyboard is needed.
This version will include all features of previous versions in either the same or improved ways.

Working angular force control

Features

  • Measurement direction (+ / -) will be updated as long as reset is not needed
  • Once reset is needed direction will be taken from last measurement
  • Same direction will used for control until reset on axis is finished
  • added control speed (rotation force should be reasonably fast even if measurement difference is minimal but still in need of control) -> therefore, control speed is depending on measurement difference
    • case A: measurement difference is big -> control speed will be (close to) =1
    • case B: measurement difference is small -> control speed will be (close to) =3 (upper bound of control speed)
  • Control measuring is done continuously
  • Once measurement reaches a certain threshold, control force is given permission to control axis needed
  • Control is directed by the difference in radiance between surface normal and player normal / up vector

First Release: Force based movement

26 Aug 21:10
d9c650d
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How to test / play

Unpack release file (realease_v1.0.zip). Opening the executable 'Physics Based Movement.exe' will start the game.

Compatibility

Playable on windows x64 architecture.

Input devices needed

  • Keyboard
  • Mouse

Features

Physical force based movement working including:

  • movement (related to camera direction)
  • turning / rotation of player (on y-axis only depending on player input)
  • jumping (maximum of 2 jumps possible, without touching another object)
  • WIP: control force applying to player to keep entity up-right

3rd person camera view:

  • Following player on an orbit with added offset around the player
  • rotation of the camera will be depending on screen coordinates received by the turn input of the player
  • camera holds thresholds for min (x- and y-axis) and max rotation (x-axis)