Low-level and high-performance system enthusiast ๐ค
Crates Published
Source engine inspired Bevy FPS controller plugin
Home Page: https://crates.io/crates/bevy_fps_controller
License: Apache License 2.0
Low-level and high-performance system enthusiast ๐ค
Crates Published
In rare cases the player still falls off the edge. I think this may be a floating point limitation but not sure - it's a pretty hard thing to test.
I made a fairly decent crouch mechanic:
Aronry#1
If it checks out, let me know if I should open a PR.
I can't say it's a bug. Maybe this is intentional behavior.
Steps to reproduce:
It may be worth eventually having the plugin setup so it can be triggered by other input handling systems like:
https://github.com/leafwing-studios/leafwing-input-manager
This may be as simple as just letting the user implement their own fps_controller_input
?
Sorry, wrong repo :)
Should we incorporate the source engine's bounce coefficient as a user modifiable value?
Originally posted by @Zrocket in #31 (comment)
When strafing, where is some visible jitter in the camera movement. It is exaggerated when moving faster, but also still there when moving slower.
Waiting on Bevy rapier to support it
is it possible to get this to work as a multiplayer game?
i just tried that example and it runs beautifully. i really like it ๐, very well done. it's fluid, it ran on the first compile, and the movement worked quite well. just wanted to say it's awesome.
Jumping while pressing player capsule against object results in continuous upward motion
If you look up or down and press W the character will stand still. And gradually pick up speed as the camera angle approaches the horizon.
I'm about to implement a basic ladder system in my game, and I wanted to know if it you want to extend this repo's functionality to include it?
Idk how much work this is, but in many places their API is fairly similar :)
I decided to create a new issue to discuss how to properly implement surfing. I created a modified version of the example map to test with. Furthermore, I've found that using 30 to 40 percent of the add.x and add.z velocity gets us somewhat close to the desired effects, but there are still some issues. I'll have to look further into how surfing works in the original source engine, and how others have simulated it.
I was playing with the example level and noticed that you can almost surf on the incline. Since this is inspired by the source engine, I wanted to know if surfing is intentional? If so, there's still a bug that propels you upward instead of forward when strafing into the incline. If not, we'll need to patch it out entirely.
For those who don't know, surfing is a source engine physics engine bug that's been adopted by the community as a feature.
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