The only trouble is that if the craft is not perfectly balanced, it will lean to one side and accelerate indefinitely even though it is hovering. That is why I specified that it applies the force along the face normal of the surface the ray hits so that even if the craft is unbalanced, it doesn’t zoom off into the sunset.
Instead of creating my own suitable animation editor I’ve opted to try and create an arbitrary rig importer and animation exporter for Blender such that I can animate rigs in Blender instead. Also tried to create some automatic IK chain set-up, but I don’t think it’s possible to reliably derive joint limits from arbitrary rigs, sadly. Still cool .
To my surprise it works really well and seamless so far.
Loading animations into Roblox is looking very promising too.
Have my babies.
I can see you’re really having a hard time, you already lost one leg
IT GOT LEFT BEHIND, LITERALLY.
I moved the model but the leg wasn’t inside it.
Poor leg, it didn’t even get noticed
This is not how you treat your legs, sir.
But the proximity sensor would emit a sensor inverse of the distance it hits from. That way if it’s tilting a bit to the left, the right side jets use less power and left wife sensors begin to power up even more.
Wheels are so last millennia (click to play)
http://i.imgur.com/AY6eZ7W.mp4
ft. Quenty’s map that he’s like 5% done with:
That’s awesome, I love how you used cobblestone to make the tiles.
though the rafter’s woodgrain could be tweaked
You noticed.
Please, please, please, add some ropes or cables so we can create podracers
Please release this if you finish it ;p
We are the Borg. Lower your shields and surrender your ships. We will add your biological and technological distinctiveness to our own. Your culture will adapt to service us. Resistance is futile.
There are ways to make rope-like objects using a chain of neutral pivots.
Made some progress with my Lua simplifier, it now looks ahead to see if variables are constant
It takes about 4 seconds to simplify my games 120,000 lines of code, and I usually only do it before publishing.
I no longer need to worry about hardcoding constants for performance, because this does everything automatically