I feel so bad for people picking up Godot right now. The Unity stuff came at a bad time. People running into so many problems with Godot v4 I simply don't have with the current Godot v3.
maybe scaling things up would help? like instead if things being like 1 meter in engine its like 10 meters, ect. Idk if that would help in this case, but iv heard of it helping with jittery things in 3d games, and thats what id try to do first.
They're just an animatable body, and I rotated them with the lerp function. The trick is that the object origin is exactly where I want the rotation to happen, so I don't have to translate anything, just rotate. I did link the source code in the video description, if you want to take a further look. It's under player_elements/flipper.gd
Awesome work! But.... Cannot run the source on Godot because this error: Line 15:Cannot infer the type of "logger" variable because the value doesn't have a set type. The line itself: @onready var logger := Print.get_logger("Global") Does anyone with knowledge on GDscript can throw a light on it?? Thanks.
I think that's just the submodule. I guess I forgot to add a readme to that one, but you just need to do git submodules update --init to clone the addons repos. I have a custom logger that I'm using in this project.
ppl say the default godot physics engine is bad and to use jolt from what i keep reading.
There is a possibility (quite easy actually) to use Jolt-physics-engine with Godot. Perhaps helpfull.
Like the others said, Jolt is the way to go
I feel so bad for people picking up Godot right now. The Unity stuff came at a bad time. People running into so many problems with Godot v4 I simply don't have with the current Godot v3.
Epic amount of progress dude. Nice work and polish
lol the blender, to CAD approach is exactly how I feel
I'm building a 2d pinball game in godot. The physics are crippling me. I have tunneling on the flippers, which is absolutely killing me right now.
Yeah, I had a lot of people recommend that I try Jolt. I haven't done a side-by-side, but it should be a drop-in replacement. It might help
20:07 I'd love to see Peggle!
maybe scaling things up would help? like instead if things being like 1 meter in engine its like 10 meters, ect. Idk if that would help in this case, but iv heard of it helping with jittery things in 3d games, and thats what id try to do first.
how did you make the flippers? if you used a tutorial could you point me to it?
They're just an animatable body, and I rotated them with the lerp function. The trick is that the object origin is exactly where I want the rotation to happen, so I don't have to translate anything, just rotate.
I did link the source code in the video description, if you want to take a further look. It's under player_elements/flipper.gd
Awesome work! But....
Cannot run the source on Godot because this error:
Line 15:Cannot infer the type of "logger" variable because the value doesn't have a set type.
The line itself:
@onready var logger := Print.get_logger("Global")
Does anyone with knowledge on GDscript can throw a light on it??
Thanks.
I think that's just the submodule. I guess I forgot to add a readme to that one, but you just need to do git submodules update --init to clone the addons repos. I have a custom logger that I'm using in this project.