ProjectBorealis / PBCharacterMovement

HL2-style, classic FPS movement for Unreal Engine implemented in C++
https://www.projectborealis.com/movement
MIT License
1.27k stars 163 forks source link

Deceleration/Friction too slow, and accelerated back hopping can be performed without ever looking forward first #36

Closed googleooer closed 1 year ago

mastercoms commented 1 year ago

None of these are different from the base game. We tested 1 to 1 with HL2Ep2 and also consulted a dozen experienced speedrunners, some of which have participated in GDQ.

You don't have to look forward before ABHing. There's no stateful system which would even be able to track this.

Any perceived issues are due to Unreal's slightly different key/mouse sampling system and unfixed game tick rate, which make accomplishing some tasks different.

Friction is practically the same but may have slight substepping issues due to framerate. But we measured this to be within a very small error, so it's not something we're investigating at this time.

googleooer commented 1 year ago

Ah I see. Also, I noticed the player still uses capsule collision instead of a box. Is there any way to replace it with one? I tried just adding a box collider with the same collision preset as the capsule, but it doesn't seem to work.

mastercoms commented 1 year ago

Our capsule collider emulates a cylinder in almost every way (and a box against floors), and there's ongoing work to improve in a few edge cases. If you wanted full box collision, you'd have to rewrite most of the movement to query this way. But I wouldn't recommend it since most of the desired logic can be implemented as we have approached it.