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Q3-like player movement?

by saindd · in Torque 3D Professional · 04/26/2015 (7:51 am) · 2 replies

Has anyone tried to modify the player class attributes regarding speed, friction, etc and make the gameplay to feel a bit more like Q3? I tried playing with the values a little bit, and comparing the movement side by side, but my T3D pawn seems to move either too fast or too jerky. Maybe i'm missing something? Has anyone tried to mimick other player controllers? Which techniques did you use?

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#1
05/31/2015 (4:46 pm)
This is interesting. I managed to get things similar by improving the player speed and jump height, but still doesn't feel like quake.
#2
08/01/2015 (11:35 am)
Some general notes about Torque's player physics:

-The default gravity is ~2x earth gravity (20m/s^2). I guess this was picked because it reduces the feel of "floating" in large open spaces, but it's not really helping anything.

-Players have too much drag. The stock setup uses a very simple linear air resistance model and the default drag coefficients are way too high for that setup. Maybe they doubled the gravity to try to fight this?

-There's a max speed value for every direction AND a runForce value. The player will use the max force to try to maintain the current set speed. So if you want to increase/decrease acceleration change the force. If you want to change the max speed change those values.

-The runForce is also used as stopping force instead of having friction. If the user isn't trying to move then runForce will be used to slow the player to a stop. This means that very low runForce values result in players sliding down hills as it basically acts as friction. What's really going on is that infinite static friction is assumed but the player can only generate so much "leg force."

-Remember to set airControl appropriately... older shooters often had a lot more air control.