• β™₯ she/her β™₯

cis woman. ecosocialist and urbanist.
β–’β–’β–’β–’β–’
extremely gay (concerningly so)
β–’β–’β–’β–’β–’
i write fiction and also do 3d art and progrmaming. am autistic.

Information wants to be free.

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So, this is something I've been trying to find good resources on, but can't - what is a good way to write/approach arcadey fighter controls with 6dof and all that? I've tried a few things so far but none of them are really good - my approaches thus far have been:

  • On control input, find the 'new' vector the player would be going on and lerp that with the old vector, subtracting some speed proportional to the amount of change (weird drifting abounds, among other things)
  • Keeping the player moving completely straight but just angling the rotation over time (also is terrible!)
  • Having the player always move straight but just slowly point towards wherever it 'should' be facing (the most promising, but not ideal)

The type of movement I really want to capture is like that in the game 'house of the dying sun', but really it could just be close. Any ideas? I'm specifically working in godot but my questions are not game engine specific.


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