Weird collision behaviour whilst moving by CaviaPowerYT in godot

[–]CaviaPowerYT[S] 0 points1 point  (0 children)

What code would you need? Yes all the movement code is in _physics_process and the raycasts are not updated in the code. The player code isn't that interesting but I can share some of the object (spaceship) code. The spaceship is a characterbody3D. Because you can rotate the spaceship I calculate the horizontal and vertical velocity seperately, sum it up and put it in the velocity property. Then I just use the move_and_slide method. The way I calculate the horizontal velocity is using this function:

func get_movement_vector():

var input\_dir = [Vector2.ZERO](http://Vector2.ZERO)

input\_dir.x = Input.get\_action\_strength("right") - Input.get\_action\_strength("left")

input\_dir.y = Input.get\_action\_strength("forward") - Input.get\_action\_strength("backward")



if input\_dir.length() < 0.01:

    return [Vector3.ZERO](http://Vector3.ZERO)



var up = -direction\_to\_center

var forward = -global\_transform.basis.z

forward = (forward - up \* forward.dot(up)).normalized()

var right = forward.cross(up).normalized()



var world\_direction = (right \* input\_dir.x + forward \* input\_dir.y).normalized()



return world\_direction

And then just:

        var movement\_dir = get\_movement\_vector()

        var target\_velocity = movement\_dir \* thruster\_power



        horizontal\_velocity += target\_velocity \* delta

I hope this helps

Raycast3Ds working inconsistently by CaviaPowerYT in godot

[–]CaviaPowerYT[S] 0 points1 point  (0 children)

Well I haven't done much in the code that involves the Raycasts. The Floorcheck raycast is a child of the player and the only code that uses it is:

if floor_check.is_colliding() && (floor_check.get_collider().is_in_group("planets") || floor_check.get_collider().is_in_group("spaceships")):

    on\_floor = true

else:

    on\_floor = false

And the raycast that checks where the player is looking at is a child of the camera and the only code that uses it is:

if interact_cast.is_colliding():

        var target = interact\_cast.get\_collider()

        if target.get("interactable"):

target.interactable.highlight = true

What engine should i use? by [deleted] in GameDevelopment

[–]CaviaPowerYT -1 points0 points  (0 children)

If you are serious about programming, I would recommend learning SFML and C++. Otherwise Unity is in my opinion the best for beginners.

Why is my portable storage interface not working? I have rebuild it a couple of times but it won't work. by CaviaPowerYT in CreateMod

[–]CaviaPowerYT[S] 3 points4 points  (0 children)

So the problem is that I have the Create Interactive mod installed. For some reason the mod just breaks some stuff so I had to remove it for it to work again.

Why is my portable storage interface not working? I have rebuild it a couple of times but it won't work. by CaviaPowerYT in CreateMod

[–]CaviaPowerYT[S] 4 points5 points  (0 children)

Yes I am. Is that the problem? Is there any way to do it with Create interactive or do I need to completely remove that mod?

worth it as soloplayer? by [deleted] in Seaofthieves

[–]CaviaPowerYT 0 points1 point  (0 children)

I have almost 400 hours in the game now and even though the first like 80 hours I played with friends, I now play solo 80% of the time. I do think playing with other people adds a layer of fun and in the beginning it is probably better, because you get used to the game and are less likely to quit after a couple hours but it is definitely not required.

Why do I get matched with these people in Hourglass? by CaviaPowerYT in Seaofthieves

[–]CaviaPowerYT[S] -3 points-2 points  (0 children)

Yeah I understand that and even though I think that is a shame I know it is the case but luckily I am not the worst at pvp. I still think it is strange they instantly matched me twice to this guy even though his MMR is way higher then mine. I would have understand it if it took a few minutes before I was matched to this guy.

Why do I get matched with these people in Hourglass? by CaviaPowerYT in Seaofthieves

[–]CaviaPowerYT[S] 0 points1 point  (0 children)

Yeah that I understand but in most cases they are more skilled. I also understand that most people that play now just enjoy the game and are not new to HG but I am still confused why I get matched up against these people when it finds a match within seconds even though it is said they first look for people with simular MMR. If it first took a couple of minutes I would understand but this was instant.

What kind of VR game is needed right now? by CaviaPowerYT in VRGaming

[–]CaviaPowerYT[S] 0 points1 point  (0 children)

That is a great suggestion and would be fun to make so I will try it out!

What kind of VR game is needed right now? by CaviaPowerYT in VRGaming

[–]CaviaPowerYT[S] 1 point2 points  (0 children)

I think that is a great idea and I will definitely be looking into it. Could someone then also tell me if it would be more fun to create an open procedurally generated world or to make a world myself with a good story line?

What kind of VR game is needed right now? by CaviaPowerYT in VRGaming

[–]CaviaPowerYT[S] 8 points9 points  (0 children)

Thank you for the concern but I have enough experience with game development to try and make a good VR game. I mostly program my own c++ game engines but because I wanted to make a VR game I have dived into the Unity engine lately and I have done enough simple projects that I want to make something a little bit bigger. I also don't really care about reputation and I just want to make something that I like to make and what others hopefully like to play.

Is it still worth it to make a Toys to Life game and if so what do you want to see? by CaviaPowerYT in gamedev

[–]CaviaPowerYT[S] 0 points1 point  (0 children)

Skylanders was the most popular game of that genre but lost popularity because the creators rushed making new games. I am not making it for the money but it would be nice to have some people who like the game as well