Player momentum
by Geo Miller · in Torque Game Engine · 03/01/2005 (6:08 am) · 7 replies
I posted this before, but I think I put it in the wrong forum.
Hello! Just wondering if anyone has any ideas where I should look to figure this out...
One of the problems I am having with my gameplay in my 3rd person shooter built from the FPS Starter Kit is that when running around, the player feels like it is ice-scating on the ground. The momentum when I let go of a movement key seems too high I suppose. I have tried a few things with little/poor results. I would really like the player movement to just halt when you let go of a button. I was just wondering what would be the best approach.
Jumping also takes a little long to fall from, and I have modified gravity to make one fall faster, but then tweaking the engine to make the jump up still powerful is difficult. What variables might you suggest I concentrate on modifying before I just start getting the physics all out of whack?
Thanks!
Hello! Just wondering if anyone has any ideas where I should look to figure this out...
One of the problems I am having with my gameplay in my 3rd person shooter built from the FPS Starter Kit is that when running around, the player feels like it is ice-scating on the ground. The momentum when I let go of a movement key seems too high I suppose. I have tried a few things with little/poor results. I would really like the player movement to just halt when you let go of a button. I was just wondering what would be the best approach.
Jumping also takes a little long to fall from, and I have modified gravity to make one fall faster, but then tweaking the engine to make the jump up still powerful is difficult. What variables might you suggest I concentrate on modifying before I just start getting the physics all out of whack?
Thanks!
About the author
#2
What exactly does density mean in torque?
Thanks again.
03/01/2005 (8:06 am)
If I increase friction will that slow down positive and negative acceleration?What exactly does density mean in torque?
Thanks again.
#3
For density, as far as i know i've only seen it affect water. If your density is too low, your player will float. Too high, ya sink. ;)
And ya, you got the friction thing down good there.
03/01/2005 (8:31 am)
I noticed you mentioned gravity and this is a problem i've had too. The acceleration of gravity seems very very weak and it doesn't get you going fast at all.. I tried removing the drag set on the player and that helped, but still sot of seems low..For density, as far as i know i've only seen it affect water. If your density is too low, your player will float. Too high, ya sink. ;)
And ya, you got the friction thing down good there.
#4
03/01/2005 (12:22 pm)
Heh, I am glad that I am not the only one. I tried removing drag also, but the acceleration due to gravity seems slow and increasing "gravity" in the engine just seems to make terminal velocity higher and makes it difficult to get a powerful jump.
#5
Since force in Torque seems to be newtons, I would assume density is based on KG/M^2, which means that a value of 1 = bouyant, any higher, it sinks, and lower, it floats.
03/01/2005 (12:39 pm)
Well, obviously friction gives you negative acceleration, since it IS the force acting OPPOSITE to motion.Since force in Torque seems to be newtons, I would assume density is based on KG/M^2, which means that a value of 1 = bouyant, any higher, it sinks, and lower, it floats.
#6
Ya, i think that part of torque needs some work.. It seems rather simple though, gravity acceleration. Maybe someone, or me, could figure somethin out.. heh
03/01/2005 (4:00 pm)
Quote:Heh, I am glad that I am not the only one. I tried removing drag also, but the acceleration due to gravity seems slow and increasing "gravity" in the engine just seems to make terminal velocity higher and makes it difficult to get a powerful jump.
Ya, i think that part of torque needs some work.. It seems rather simple though, gravity acceleration. Maybe someone, or me, could figure somethin out.. heh
#7
As many people who have tried to merge in various physics libraries to TGE will attest, getting them in server side is easy--getting them networkable with any reasonable performance is a bear.
03/01/2005 (5:08 pm)
You need to keep in mind that TGE's physics are designed from the beginning to provide a reasonably sane, playable, and most importantly, fully networkable world physics simulation. For example, if gravity were modelled exactly as it is in the real world, player objects would be obliterated with any of the falling distances that many games take as a matter of course--jumping off a building (or a cliff!) is a seriously dangerous thing in real life, but we do it in games all the time!As many people who have tried to merge in various physics libraries to TGE will attest, getting them in server side is easy--getting them networkable with any reasonable performance is a bear.
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