Open Dante-666 opened 4 years ago
One way is to used bullet constraints, now I am using the interpolated position of the ball but it's not very smooth when amplified. It would be good to run this simulation in the physics engine itself and create some inertial constraints for a dummy rigid node which is not visible.
Implement the behavior and change other entities present right now. This should be done in physics and use branching to work on your branches and merge them after everything works.
I've closed the earlier issue of camera follower since it works now, all we have to do now is to stop the jittery motion which is caused by the calculation of the local coordinate frame for the ball that let's us apply forces properly and less painfully.