I am trying to develop a platform/combat game that contains a heavy use of physics in the future (WASD dodges, jumps, boosts, ragdoll flinging). I have so far made an unfinished character controller based off of @EgoMoose’s platforming character controller. However, the elephant in the room I need to address before I can get on with development is my mediocre understanding of video game physics and being able to fit physics into my character controller in a clean and flexible way that achieves what I want. Ideally, I want to make some type of module that my scripts can call on to fire whatever force it would need on the character. In that module,
- I need a system that I can give information to, that I can control the force and acceleration of said force, to allow for smoother and better looking actions.
- I need for that force to be able to change depending on nearby obstacles, if a small ledge messes up the force and makes the action land in a weird spot, it should correct for that.
- it needs to be flexible enough to work with any action I need, (being able to create a really powerful, stiff and unmovable force like a bullet, but also a weaker force like a throw)
- It needs to stay clean, work smooth, and bug out as little as possible
If anything above is unrealistic, please give me an idea on how to realistically create this module.
I know enough about Roblox’s old and new body movers to get an idea on how to make a force happen. My problem is more about controlling that force and how to make a variety of forces happen in the right direction, at the right distance, every time its fired.
I have taken a look at the @EgoMoose’s physics tackling modules, and I get the general idea on how they work, but im not math savvy enough to dissect and alter it for my own project.
If anyone can give me a better idea on how to tackle handling roblox game physics in general, any essential tools to keep in mind, it would be greatly appreciated.