Some tips:
- Limit the pelvis INTENDED direction within some angle of the aim direction, and force it to turn no matter what if it exceeds this.
- Force the feet to stay within a reasonable range of this pelvis direction, if they start to leave it, rotate them in place updating their locked spot.
- Angle the visible pelvis bone to a blend between the left foot and right foot angles. EG half way between the two feet whatever the feet are doing. Rule #1 protects this from being a problem. Do this with a soft interp (eg spring interpolation).
- When walking sideways; angle the lead foot more than the other (walking right, right foot faces the direction of movement more so); it opens up the legs and avoids intersections, and looks more natural.
- When a foot is in swing phase, return it to it's relaxed local rotation (eg. currently looks like the foot is basically kept flat, even if the lower leg is horizontal).
- You've got an acceleration based lean, but combine that with a velocity based lean too. Make the lean rotate FROM the head, so the leg targets rotate to the back when running forwards, then lower it all so it still meets the floor. The way I prefer to do this is with a delayed "foot center" that accelerates towards it's goal, within reason, where it can't quite catch up. So when running at a constant speed, the central foot point is behind the head, creating a slanted angle up to the head.
- Advantage of the above is you get an overshoot of the feet when you come to a fast stop. The accelerating "center of foot targets" spot overshoots and goes in front. You also get sideways leaning when turning tight corners for free. *AND* the head stays where it was, which is good for gameplay reasons/especially if you want it to be true first person, the legs move around it.
- Pelvis yaw should follow the feet forward/back offset and then countered by the upperbody. I think you're doing this, but could be more obvious. Look into how pelvic tilt works too, drops down on the unsupported side.
Video attached showing some of these concepts that might give you some idea what I mean.
I'm losing my mind trying to develop a skill system that's not about spending XP points, but about actually discovering and developing skills and faculties ONLY through play (with multiple ways of doing so)
It's starting to click guys 😭!!!
Grass pop in modern games drives me crazy.
We fixed it: smooth distance fade + ground texture color-matching. No sudden pops, zero performance hit.
Wishlist Our Game: https://t.co/KGqKFiWnDs
Iterated with 5.6 Sol on the boat game even further. The map is now infinite, with sound effects, water physics, tides system, and a ton of new rendering effects.
Vertex Animation Textures, now an example in @playcanvas 🧵
Rather than animate a skeleton per character, we bake every vertex position and normal into a texture and let the vertex shader interpolate between frames.
10,000 characters. One instanced draw call.
We're making a cozy snow cleaning game! 🌨️
Perfect to give you dreams of colder weather right now, and great to cozy up to with a nice blanket once it's cool again ❄️🩷
We're working on a demo! ☃️👀 So you should maybe wishlist 👉👈
#gamedev#indiegame#screenshotsaturday
Working on a new asset browser/painter addon for Godot 4.7. When I'm done, it will be released for free!
You can select one or more assets from the asset browser and paint them onto scene objects.
What do you think? Do you find this useful?
#godotengine#addon