[UWU] We need the ability to set max torque on angular velocity as a vector3, not just a number(int, float or double)

🐈 Intro 🐈‍⬛


A Poll will be at the end

A note from the OC: I understand that for every method that achieves something, 100 others exist. This post suggests a feature that will make one of these approaches easier and more straightforward. :smiley:

ok, I want to propose allowing the max torque parameter of angular velocity to take vector values, which will make vehicle handling easier and potentially other things as well. There will be car-related things.


Image Credit to cltvia

🙋 Why

:bullseye: Vector :1234: Number(Int, Float, Double)
:white_check_mark: Have axis specific customizaiton :cross_mark: Don’t have axis specific customizaiton

If we put a number in max torque, it will use it for every axis, and sometimes that’s not what is wanted. For example:

  1. :automobile: When making a vehicle controller, if you use angular velocity for turning, the car will stay horizontal no matter what, on both pitch and roll it will always force itself right(You can decrease max torque, but that will also decrease turning strength, and having it a vector won’t hurt anything, it will make it more customization will preserving all current max torque functionalities). Adding the ability to specify a vector-based maximum torque will solve this issue.**
  2. :counterclockwise_arrows_button: Torque and align orientation, although it can be used to substitute, I feel like that doesn’t invalidate the need to not have this as a feature for Angular velocity.
  3. :up_arrow: Linear velocity equivalent to max torque can have a vector3 be inputted, so it only makes sense for angular velocity(its counterpart for rotation) to have the same feature.

Remember: Even with this change, I still suggest keeping standalone numbers as a valid input; this way, it won’t break previously made systems, and writing out a single number is better than Vector3.new(samenum, samenum, samenum) each time

Additional Notes

This section is more subjective

Pollll TIME! 🙀🙀

  • I want this change
  • I don’t want this change
  • Please don’t add this, this would bring downside
  • Please add this, I need this
0 voters

I might have missed things, don't be afraid to add your own points, agree or disagree, it's good to hear both sides and debate, just keep things civil.

:memo: Final Note: I don’t know if this belongs in Engine Features or Studio Features, don’t really know the difference, and I took a look; the posts in there seem to be pretty similar. And as far as I know, Roblox has not developed a second engine. If anyone can also explain the differences between the two categories, that’ll help a alot.

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:memo::smiling_face_with_tear:

Note that I am a game designer, new to back-end and coding, there might be quirks I don’t know and just aren’t experienced enough to know.

Please understand, there might be flaws in my logic, and there might be technical reasons why this wasn’t introduced earlier.

I mean no harm to the community. If there is something wrong with this, I understand and will delete this.

I don’t want to flood the dev forum with low level stuff after all.

Hello? Anyone have anything to say about this?

  1. There is too many text effects put into the post, making it hard to read and follow.
  2. MaxTorque property is “Magnitude of the maximum torque the constraint can apply”. How would you represent max value of a vector3 with vector3?
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  1. Yeah, I’m just trying out markdown on this post, and to see how everything looks. Will be reduced for the future. Sorry.
  2. Also, it is possible to “represent the max value of a vector3 with vector3”, maybe have 3 different magnitudes for each axis, and the vector3 will be plugged into each; this can all be done in Roblox’s engine, the user won’t have to input 3 numbers separately, it’s just a single vector3 field. Maybe clamp, set some bounds. I am not a backend guy, but I’m pretty sure it is possible, even with a decent amount of changes to how the line works. Unity did it, and they are the biggest company in terms of game engines.
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