Nausea Park, New Character Physics

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Oh god this was horrible

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What ever you do, don’t step out of the inverting platform, you’ll keep spinning after you’ve left…

No, it was awesome.

Would you like to tell us how you did this? I’m amazed.

https://i.gyazo.com/f9128b7512867078880f0c141520d766.mp4

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d7c7f624b5475e7a35dda7827171471855a2df37.png

sigh

was cool but someone forgot to restore their gravity back to normal.

This was awesome until i felt like vomiting on my keyboard!

Pretty cool! The camera following the platform you were standing on was pretty nice. Also, kudos on having ladder-climbing logic. That’s something I’ve never gotten working. I’ve seen how ROBLOX does it, so I’d just have to put in the time to copy, but… I haven’t, yet. :stuck_out_tongue:

The stickiness to the last platform you’ve touched could maybe be modified a bit. For example, after free falling for a second, tween the down vector toward <0, -1, 0>
Alternately, you could do that when the player sinks below the plane which they’re supposed to be standing on.

The dismount could be smoother, and you should dismount a split second once you leave the platform, that way you aren’t flying up into space, or worse, rotating around a reference point you have no contact with.

Are these spinning parts local or server side?

Surely server since me and another guy were chilling on the same platform

This is pretty neat and quite seamless, though it’s got some issues, obviously. Not ones that can’t be resolved though.

Often when games have local physics spaces for moving platforms (which is often, they make things much easier), when a character leaves contact with the platform (by jumping or falling) their physics space changes back to world space but with their current velocity translated over. It more accurately emulates how the real world works but it would make navigating that green tower much, much harder.

Another thing they could do is have bounding boxes that govern what physics space you are in which closely track the movement of the platforms and ladders.

Did you have to basically replicate all the Roblox character physics and playing of state animations to get this working? Most of the humanoid’s supplied states have an active gyro keeping the character upright. One does not simply run around a vertical loop with a Roblox character with just some minor CFraming…

This gif shows how it works:

d584202b33ced4d26c24f1fd1c96831b19a29cc9.gif

The character you control is the PhysChar, hidden 4096 studs under the baseplate.

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Fascinating! So what I see as my character in game is like a puppet, copying state off this underworld PhysChar?

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Yup!

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