No more Coriolis Effect in spirals thanks to Alternating Triangulation (tm).
No more Coriolis Effect in spirals thanks to Alternating Triangulation (tm).
Have a new marble machine (featuring redesigned conveyor) on this trying Sunday.
Having a ton of triangles meet in one single spot can really mess with the physics. Like hitting a wall there. So I'm cheating a little with the collider there. Works much better.
Now the Cyclotron prototypes are turning out pretty good. May still need a few tiny adjustments before refinement, but I'm happy with how they behave.
I have noticed that Godot or Jolt seems to be biased when it comes to collisions. In practice: Marbles roll clockwise curves slightly faster than counter clockwise ones. I cannot tell if this is a bug or an expression of non-determinism. I blame Coriolis Effect.
Slowly getting the first hinge parts honed in. I know this looks simple, but it's all physics. Hinges reacting to the marbles passing by. Balancing mass, damping, etc isn't fun, not gonna lie... but super satisfying once it works.
Since I finally feel a little better, I started testing Marble Game with Godot 4.4 dev/beta versions to get a feel on how much the builtin Jolt physics engine differs from the plugin. So far, I can't tell a difference.
Good news! ๐
We've been added to the list of games using #Terrain3D and I'm so proud about this! https://terrain3d.readthedocs.io/en/latest/docs/games.html
There's still a long way to go, but we're getting closer every day to having an #opensource #tribes game for everyone.
#openfpsz #indiedev #gamedev #godot #godotjolt #fps #fpsz #3d #tribesascend #tribesvengeance #tribes3 #tribes3rivals #map #terrain
Now with #GodotJolt getting merged into Godot I can't help but feel a little anxious. Will all the options of the plugin be supported? Small CAP/CSD values? Body Pair cache settings? And if not, will GodotJolt still continue to exist as a plugin?
@mihe @jrouwe awesome, that's peak cooperation! โจ
https://github.com/godotengine/godot/pull/99895
Spent some time improving the targeting indicator of my marble dispenser. Hit detection now takes into account the radius of the marble and draws a preview on the point of impact.
Tried to set up a little test project to demonstrate my ghost collision fix, but... with its default settings, #GodotJolt deals with such collisions absolutely FINE until you go somewhere above 30m/s - in which case you can still increase tolerances. The reason it became a necessity in Marble Game is due to the small objects and the tight tolerances I demand from the engine.
I'd love to submit my Ghost collision fix to #GodotJolt, but it's such a specific "hack" that - granted, works great for Marble Game - but in other use-cases (non-spherical colliders, different settings, etc), it might just not work very well. I think this one best lives "on top of" Jolt.
Simple multiplayer demo
#openfpsz #indiedev #gamedev #fps #godot #jolt #godotjolt #terrain3d
Did anyone use Godot Jolt here? My object don't detect collision if it's to fast.. (it doesn't need to be really fast to occure sadly...)
And it's with meshs but also with Terrain3D
One remaining issue in Marble Game is something I already fought with when the game still lived in Unity: If Marbles reach a certain speed, they will potentially react erratically on collider seams (like 2 connecting tracks). Different physics engines deal with this issue differently, but they all recommend the same: Merge colliders. Which I can't.
It's something I can only work around. Hence my marble railgun may forever stay a dream...
As I build more and more parts for Marble Game, I'm finalizing physics settings. Friction, damping, etc + #GodotJolt settings.
Random observation: The smaller your Rigidbodies, the smaller the value of allowed penetration should be. But too small and you get collisions that can't resolve (objects stuck in tight spaces).
Because my marble tracks have such complex colliders, Jolt's Enhanced Internal Edge Removal feature is a blessing.
In my test setup, marbles drop on ramps which start out flat and slope very gently downwards towards a crossroad.
I tested the same WITH and then WITHOUT Enhanced Internal Edge Removal and the difference is immediately obvious.
Finished up the Magnet Wheels for Marble Game. Got three different sizes (as per usual) and hooked them up to a quick and dirty test setup. Works really well if I do say so myself. :)