One problem is, of course, using a Node2D to represent a 2D vector (say, Would be somewhat high, jumping upwards would have a positive y accel and Use it as a key for each animation (idle would have x accel 0, running anim On Mon, at 4:04 PM, pikapikachu not sure if this the best way to do the things, but here it goes.įor example, we can represent the speed/accel using a Node2D, and we can Please be so kind to sit tonight with a bottle of vodka as your pal and I'm getting tired of telling you that you can already do that in Godot. I wish we could add properties to the player class (such as a Vector2 to represent accel) that can be accessed from the UI menu on the right-hand-side (this, Unity really does! )). One problem is, of course, using a Node2D to represent a 2D vector (say, accel) is overkill. This would greatly help reducing the complexity in all platformer demos. The code/data separation is very clear here for example, the code is a lot shorter and simpler, and it's a fully fledged platformer character which can do even more things -like crouching- that the 2D platformer character in godot demos :) Adapting that modular coding style will require using animation_changed signal in godot of course) (This way, code/data is separated better. It shouldn't be switched among a bunch or if/else statements in the code. Not just accel of course, I think any animation-specific const property (including accel) belongs to the animationplayer as a track. How about simplifying the code by making use of more keys in animations?įor example, we can represent the speed/accel using a Node2D exported Vector2, and we can use it as a key for each animation (idle would have x accel 0, running anim would be somewhat high, jumping upwards would have a positive y accel and so on, something similar to this -looks cleanly structured and neat, doesn't it?) I'm not sure if this the best way to do the things, but here it goes.
![3d platformer character controller unity 3d platformer character controller unity](https://i.ytimg.com/vi/txug_X8hlI0/maxresdefault.jpg)
I think the main problem is, the code and the data isn't well separated in the code, and the code could be more modular. Hoping a simpler re-write), or that's just the way things get done in Is the 3d platformer demo a badly written godot code (in which case I The corresponding Unity tutorial project is much simpler (and works a To use but interacts more efficiently with existing physics. On Sat, at 7:52 PM, Okam Studio 3D platformer uses a dynamic character controller, it is more That said, the 3D platformer demo is pending a rewrite eventually using Reply to this email directly or view it on GitHub Hoping a simpler re-write), or that's just the way things get done in godot? Is the 3d platformer demo a badly written godot code (in which case I was Manually, but the corresponding Unity code feels like a breeze. I'm also trying to understand: with godot, many stuff have to be done The corresponding Unity tutorial project is much simpler (and works a lot On Sat, at 7:07 PM, pikapikachu the 3D platformer be simplified? The fairĬomparison is to the 3D kinemaric char demo: Support this anduses a kinematic character controller instead. The 3D platformer uses a dynamic character controller, it is more difficult Oh, and I think godo would benefit from a similar demo (you know, without jumps and bullets, just to demonstrate basic 3D stuff, maybe with light baking)
![3d platformer character controller unity 3d platformer character controller unity](https://img.itch.zone/aW1hZ2UvNDQzNDcxLzIyMzM0NzAucG5n/original/ZDeSbM.png)
Please please tell me that that is just a non-idiomatic, badly written godot code :) is bloated code with godot (and Unity version has a very smooth transitions with quaternion lerps).Ĭamera code is also seriously complicate (and buggy) Unity camera code is quite simple and smooth.
![3d platformer character controller unity 3d platformer character controller unity](https://3dgep.com/wp-content/uploads/2012/09/Unity-Character-Controller-2.png)
In comparison, the way facing, movement or camera is handled, manual physics, manually checking if there is stuff there or not etc. I know, it's not exactly apples-to-apples comparison, but I'm referring to the things aside from jump/shots. Is the 3d platformer demo a badly written godot code (in which case I was hoping a simpler re-write), or that's just the way things get done in godot? I'm also trying to understand: with godot, many stuff have to be done manually, but the corresponding Unity code feels like a breeze. The corresponding Unity tutorial project is much simpler (and works a lot better and smoother):
![3d platformer character controller unity 3d platformer character controller unity](https://i.ytimg.com/vi/uo6EmsIO0eo/hqdefault.jpg)
Can't the 3D platformer be simplified? (or a simpler one can't be added?)