So a while back I tried to make my own kind of Humanoid in an effort to get around some of the limitations I had with the default Humanoids, it worked reasonably well but there were a few issues. Namely me not being able to properly figure out collisions, being stuck with one form of movement, and ramps/stairs behaving fine while ascending, but the player would “fall” every time they tried to go down them.
I’ve been busy. (and pestering @EgoMoose for help with vector maths pretty frequently too )
So far here is my new little controller;
Features :
- Mild acceleration, not a static movement
- Ladder movement, we snap to ladders and are locked into the Z axis for movement.
- Ramps, we no longer fall/bounce on our way down ramps
- Delta & Game Speed dependant movement
- Teleporting
- nearly bhopping
With the added bonus of me being able to control time on the fly
Theres still a lot I want to add into this and a few issues I’d like to resolve.
If you’re interested, you can check it out here
If you want to see what my first attempt was like; check it out here, it features roughly 50 npcs all while running at 60 fps, but not really doing much.
Biggest issue at the moment: characters have no width.
You can’t pass through objects, but you can also walk through gaps of roughly .01
I’ve got a few ideas of how to fix this, one is to do a quick region3 check and find the closest points to my character’s centre and the surfaces around it.
This is also entirely local. Theres no replication at the moment, but this should be pretty easy to add as I managed it with the previous iteration with little issue.
The added bonus of this being local is that I can make a plugin to run this without the need for a server. Meaning that you could potentially run a solo-visible test while in TeamCreate.
After solving the width problem, I’d be really up for open-sourcing this to see what people can come up with!
Anyway, thanks for reading mateys