This is pretty neat with the joints in the game there are a few predetermined points and 1 point that is dynamically moved around on the surface closest to the connecting object instead of having all those 'feelers'
this was a great video, im glad i saw it :) seeing your reaction to your finished product at the end and how joyful you were about it, no matter how rough it was, was so lovely and inspirational. i can see you making great things in the future! oh and one small note though, as far as im aware, it is generally very bad practice to scale your physics objects directly. godot says that it can result in many unintended and buggy behaviors, so try to do it as little as possible :)
hi! thanks! It turns out, it doesn't have to be children of any of the rigidbody. If you need the position of the join to be relative to the position of one of the rigid bodies, you would want to make it a child.
@@ezthedev ah, cool. That makes sense looking back at it. I wanted my 3D implementation to be a child of the RigidBody, but I learned the hard way that Godot's physics engine really doesn't like that (that might just be 3D tho.) I fixed my issue by using Remote Transforms to move a joint that is a sibling of the RigidBody to a position that's on the RigidBody.
I like but you probably make the propulsion a little "to much realistic". You probably should aim to make more a space engineers thrusters approach. Make the trust be apply direct on center of mass of your new structure instead on the center of the propeller. I'm just saying that because this make easier to the players to play.
This is pretty neat with the joints in the game there are a few predetermined points and 1 point that is dynamically moved around on the surface closest to the connecting object instead of having all those 'feelers'
That would certainly be more kind to performance! Thanks for the comment!
this was a great video, im glad i saw it :) seeing your reaction to your finished product at the end and how joyful you were about it, no matter how rough it was, was so lovely and inspirational. i can see you making great things in the future!
oh and one small note though, as far as im aware, it is generally very bad practice to scale your physics objects directly. godot says that it can result in many unintended and buggy behaviors, so try to do it as little as possible :)
Thanks! And that's a good information! I'll keep that in mind!
Cool experiment. It definetly has a lot of potential.
Thanks!
super cool ;) glad i discovered you, good content
Thales for being here and watching!
Nice, I didn't know the joint node. I'll try it.
oo! glad I was able to inform someone something!
Are the Joints a Child of each RigidBody? Or are they their own object? Your implementation looks really cool!
hi! thanks!
It turns out, it doesn't have to be children of any of the rigidbody.
If you need the position of the join to be relative to the position of one of the rigid bodies, you would want to make it a child.
@@ezthedev ah, cool. That makes sense looking back at it.
I wanted my 3D implementation to be a child of the RigidBody, but I learned the hard way that Godot's physics engine really doesn't like that (that might just be 3D tho.)
I fixed my issue by using Remote Transforms to move a joint that is a sibling of the RigidBody to a position that's on the RigidBody.
I like but you probably make the propulsion a little "to much realistic".
You probably should aim to make more a space engineers thrusters approach. Make the trust be apply direct on center of mass of your new structure instead on the center of the propeller.
I'm just saying that because this make easier to the players to play.
This is the answer! Haha yea... learning!