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I'm rewriting the whole script to make it smaller, run faster (hopefully) and make it work with the awesome [PEGAS launch script](https://github.com/Noiredd/PEGAS) made by @Noiredd, istead of using my…
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Any chance of seeing something like:
``` javascript
world = VerletSystem({
gravity: [0, 500],
min: [0, 0],
max: [width, height]
onCollision: function(pointA, pointB, force) {}
});
```…
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This might be the hardest and most delicate work to be done, as it deals with the **core** of ASCIIpOrtal.
The current game engine suffers a major design flaw that prevents any further development, l…
zorun updated
13 years ago
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**Godot version:**
3.3.2.stable
**OS/device including version:**
Linux Mint 20.1(Ubuntu 20.04 LTS)
**Issue description:**
When raycasting from the center of a KinematicBody to another K…
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"Right now, taking a sharp turn, the particles from the back of the ship are at like a 90 degree angle from the ship itself. That's kinda strong for a drift."
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At the press of a button or a key combination, gravity would be enabled on an object until the object had settled. This would allow for placing items on slopes with ease.
See the following video for …
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Mainly asking about the physics being uncoupled from the framerate thing, but the other neat features of spiked would be cool too!
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Our behaviour when the client is lagging (or just time-synced) and thus giving us very large simulation dts is quite bad, and can actually allow you to walk through walls (with sufficient lag). Rather…
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Please comment on this with your thoughts. Need some concrete ideas about what we could add if physics were in the game.
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Basically a Minecraft Enderpearl that teleports you to the location of the nade after being thrown. Will be very useful for strategic plays, and defensive maneuvers. You wanna teleport? No Problem! It…
ghost updated
10 months ago