Search found 32 matches
- Fri Feb 15, 2013 5:28 am
- Forum: Questions and Help
- Topic: Network Interpolation Issues
- Replies: 1
- Views: 2607
Network Interpolation Issues
Hi, Norbo! I've ran into a somewhat game-breaking issue after testing my game with 100ms ping. As my server is completely authoritative over position, the client corrects its position to the server's position. Instead of snapping the player to the position, I have a "server_pos" variable, ...
- Fri Feb 08, 2013 5:41 am
- Forum: Questions and Help
- Topic: Checking if CharacterController Is Grounded
- Replies: 29
- Views: 21330
Re: Checking if CharacterController Is Grounded
How would connectivity information be created, and how are the normals generated?
- Fri Feb 08, 2013 3:36 am
- Forum: Questions and Help
- Topic: Checking if CharacterController Is Grounded
- Replies: 29
- Views: 21330
Re: Checking if CharacterController Is Grounded
The occluded face is not generated. I run a basic occlusion algorithm which checks if a neighboring block (+X, -X +Y, -Y, +Z, -Z) is solid, and if it is, the face is not created. I'm confused as to how the character is able to stand on such a small "ledge". Unless the player's collision bo...
- Thu Feb 07, 2013 4:09 am
- Forum: Questions and Help
- Topic: Checking if CharacterController Is Grounded
- Replies: 29
- Views: 21330
Re: Checking if CharacterController Is Grounded
That is likely. Depending on the topology of the mesh, that could be an 'unsmoothed' boundary. At such boundaries, it is possible (and expected) that there will exist contact normals which are not perfectly aligned and flat. The character could get its toes on that briefly, allowing a jump (most li...
- Tue Feb 05, 2013 5:57 am
- Forum: Questions and Help
- Topic: Checking if CharacterController Is Grounded
- Replies: 29
- Views: 21330
Re: Checking if CharacterController Is Grounded
It appears that that piece of code has not fixed the issue. I am not sure if the flinging problem could be linked to this problem. However, I think that perhaps floating-point precision could have a part in this. I tried it again, and this time I noticed that the player "rejumps" when his ...
- Tue Feb 05, 2013 2:33 am
- Forum: Questions and Help
- Topic: Checking if CharacterController Is Grounded
- Replies: 29
- Views: 21330
Re: Checking if CharacterController Is Grounded
Don't worry, my player didn't become self aware and start jumping. :P The first jump you see is me trying to get the "glitch" the happen, but it didn't so I tried again. I basically jumped and held down the "W" key to attempt to walk into the wall. Would checking if the vertical ...
- Tue Feb 05, 2013 2:08 am
- Forum: Questions and Help
- Topic: Checking if CharacterController Is Grounded
- Replies: 29
- Views: 21330
Re: Checking if CharacterController Is Grounded
So what you're saying is that if a player holds down the jump button, it will cause undefined behavior, even though the controller checks if the player has support before jumping?Norbo wrote: Hammering the jump button, or the programmatic equivalent.
- Tue Feb 05, 2013 1:36 am
- Forum: Questions and Help
- Topic: Checking if CharacterController Is Grounded
- Replies: 29
- Views: 21330
Re: Checking if CharacterController Is Grounded
What do you mean by continually jumping? Does Jump() check if the player has traction before adding the velocity? And yes, this is the exact same character controller from the dev fork. Did you try going as far as you can on the steps until the step height is too high, and then try jumping and walki...
- Mon Feb 04, 2013 2:49 am
- Forum: Questions and Help
- Topic: Checking if CharacterController Is Grounded
- Replies: 29
- Views: 21330
Re: Checking if CharacterController Is Grounded
I am now able to reproduce the jumping issue. Holding "W" while jumping into a wall will cause the player to slide up and jump:
https://dl.dropbox.com/u/59540455/jump_bug.mp4
Similar behavior happens if you press "E" while jumping into one of the steps in the playground demo.
https://dl.dropbox.com/u/59540455/jump_bug.mp4
Similar behavior happens if you press "E" while jumping into one of the steps in the playground demo.
- Sun Feb 03, 2013 10:26 pm
- Forum: Questions and Help
- Topic: Checking if CharacterController Is Grounded
- Replies: 29
- Views: 21330
Re: Checking if CharacterController Is Grounded
Wouldn't increasing gravity also make the player jump to a lower peak? I want to the player to be able to jump to the same height, but get there (and fall) at a faster rate.
- Sun Feb 03, 2013 10:04 pm
- Forum: Questions and Help
- Topic: Checking if CharacterController Is Grounded
- Replies: 29
- Views: 21330
Re: Checking if CharacterController Is Grounded
I assume by the "jumping" issue you're referring to the anomalous bounces noted as a bug in the video (the actual jumps seemed to work as expected). I don't have enough information to speculate precisely; that's not caused by any known issue with the character or physics. Perhaps the char...
- Sun Feb 03, 2013 9:36 pm
- Forum: Questions and Help
- Topic: Checking if CharacterController Is Grounded
- Replies: 29
- Views: 21330
Re: Checking if CharacterController Is Grounded
Here's a video of the "jumping" issue: (go to 0:38)
https://www.youtube.com/watch?v=WEx4Jp5bZV4
https://www.youtube.com/watch?v=WEx4Jp5bZV4
- Sun Feb 03, 2013 6:20 am
- Forum: Questions and Help
- Topic: Checking if CharacterController Is Grounded
- Replies: 29
- Views: 21330
Re: Checking if CharacterController Is Grounded
A mass of 70 would explain the slow movement control. The default MaximumForce values are tuned for the default mass of 10. Setting it to 10 fixed the "laggy" response problem. Out of curiosity, why 10? Isn't the normal human being 70kg? That doesn't sound like expected behavior. Is the C...
- Sun Feb 03, 2013 5:56 am
- Forum: Questions and Help
- Topic: Checking if CharacterController Is Grounded
- Replies: 29
- Views: 21330
Re: Checking if CharacterController Is Grounded
I am setting the character to a height of 1.6, a mass of 70, and I'm running Update with dt = gameTime.ElapsedTime.TotalSeconds. The player jumps barely more than 1 unit and "slowly" descends. It feels like the game is taking place on the moon. And for the traction issue (quickly turning),...
- Sun Feb 03, 2013 5:01 am
- Forum: Questions and Help
- Topic: Checking if CharacterController Is Grounded
- Replies: 29
- Views: 21330
Re: Checking if CharacterController Is Grounded
Thanks. I've also noticed that jumping/falling is kind of weird in that the gravity is unrealistic (really slow) even though the gravity is set to 9.8m/s^2. The player movement also seems weird; if you quickly change the yaw of the player, it'll take some time to stop before continuing in the new di...