Which subscription? Can you please provide a link?
Great work btw, the demo is really impressive!
Which subscription? Can you please provide a link?
Great work btw, the demo is really impressive!
Answered in a private message.
Hello everyone!!!
Today is just an excellent addition that allows you to squeeze out the maximum optimization for your project, now you can adjust FixedTimeStep in real time, use interpolation to smooth out movements, specify whether to update the physical state for objects that, for example, are far from the player and updating them in the physical world makes no sense, and also specify the frequency of updates for them.
Many thanks to @LeXXik for the consultation.
Update:
Now in the demo example controller, an example of the implementation of a double jump is presented, as well as a jump from the wall. (For the implementation of the parkour game)
IPhysicsProvider.mts
ExamplePlatformScript.js
Hello everyone! From 06/09 to 06/10 we have a 35% sale, we want to attract more client-developers to our project. For communication, write a private message.
Update:
In the latest version, an issue for mobile devices was fixed, where FPS below 30 caused incorrect interpolation of dynamic objects.
A TargetFrameRate script has been added, which attempts to maintain the application’s FPS at a specified level.
The event system for fixed steps has been improved; the states fixedUpdate, physicsEngineFixedUpdate, and physicsEngineUpdate have been separated. This cycle allows for predictable physics processing within the application.
Update:
The system’s performance has increased significantly, as support for the new physics engine Jolt Physics is now 100% complete, resulting in a 30% performance boost.
Added the ability to control the controller using AI.
Even if you use your own physics engine, we can provide integration of our Kinematic Character System for you.
Thank you for your consultation @LeXXik
Fix:
Fixed a bug when using the Ammo physics engine provider, where a controller with a kinematic interactive type incorrectly perceived neighboring controllers with dynamic interactive types and took them into account during movement.
Fixed an issue where interpolation was taken on camera movement with the rotateWithPhysicsMover flag set, but the system interpolation flag was not active.
Update:
CompoundPhysicsMoverItemState has been simplified to only reference CompoundPhysicsMover
/src/Core/CompoundPhysicsMoverItemState.mts ->
/src/Core/CompoundPhysicsMoverItem.mts
This innovation simplified the movement logic, but eliminated the ability to move kinematic objects without using a Mover. Now, any body that needs to be moved must have a Mover applied, which allowed us to optimize the calculation of movements when traversing child elements.