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avi 🎨: @VCRStatic
ok but what if i made my own movement code with 37 raycasts and animator root motion
honestly i don't care however the fuck it's implemented as long as it feels good. i see so many indie games with player movement that very clearly boils down to just if (isPressingRight) position.x += speed and it always bothers me so much
yeah, even if you want the kind of robotic/chunky/too-smooth feel of instant constant velocity stuff, at least throw some ease curves on it or whatever
i don't think i can think of a single reason you'd want that though! objects have mass, moving them is a continuous effort, spread that shit over a few frames at least
bear in mind that it's licensed under the GPL, so you have to make your game's entire source code available for free to everyone if you do this https://github.com/id-Software/Quake/blob/master/readme.txt
not necessarily, you could build just the quake movement code as a separate server executable, and RPC or otherwise communicate with the process from the game itself. it’s not a library and it’s not linked, therefore completely legal! (disclaimer: this is a terrible idea please do not actually do this)
The movement algorithm, however, is pretty simple to grok, and you CAN implement that from scratch since the GPL only applies to the implementation, not the math.