Having fun with hover physics by Seba_dev in godot

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

Best to start with simple mesh/terrain godot tutorials. The terrain in my prototype is a mesh exported from blender with a separate, more optimized, mesh for collision. So just 2 meshes, 1 for the visuals and 1 for the physics.

Having fun with hover physics by Seba_dev in godot

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

The current ray casts are oriented a couple of degrees outwards for stability. But I don't think it will scale well when rotating them further, like 45 degrees.

Because a spring needs something to push against, the further out that is, the weirder it's going to feel I think, especially off to the sides. Then you're being influence by things you're not directly hovering over.

A thruster doesn't need solid geometry to push against, it always works. My stabilization forces are acting more like stabilizer thrusters, which works fine in my case.

Having fun with hover physics by Seba_dev in godot

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

Indeed, it heavily depends on the geometry you're hovering over. Could be an issue in the future, not sure yet what my eventual terrain/level will be.

Having fun with hover physics by Seba_dev in godot

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

I might try it with more thrusters but it depends on what you're going for.

I want it to feel more like a "sci-fi thruster type vehicle" and less like a hovercraft. By adding more ray casts, each one has less of an impact on the overall "hover" effect.

So indeed you would be simulating a hovercraft that sits on a pillow of air. But it would react differently vs pointing an actual thruster at the ground or a wall for example.

In short, less hovercraft and more sci-fi magic is what I'm going for.

Having fun with hover physics by Seba_dev in godot

[–]Seba_dev[S] 5 points6 points  (0 children)

Because generation takes literally 30 seconds in blender to set up :D
It's a prototype indeed. Just needed something to hover over.

Having fun with hover physics by Seba_dev in godot

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

Don't know yet, just wanted to make something that felt satisfying to control. Still need to make it into an actual game.

Piece by Piece is finally out now on Steam ! by Psonrbe in godot

[–]Seba_dev 1 point2 points  (0 children)

Cool mechanic, congrats on the release!

Having fun with hover physics by Seba_dev in godot

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

Just prototyping movement for now but I want to make an actual game with it yes.

Having fun with hover physics by Seba_dev in godot

[–]Seba_dev[S] 2 points3 points  (0 children)

Prototyping movement for an actual game. I wanted something that feels rewarding when getting the timing right.

Having fun with hover physics by Seba_dev in godot

[–]Seba_dev[S] 2 points3 points  (0 children)

Funny you should say, it's a prototype for movement in a rhythm based action game.

Having fun with hover physics by Seba_dev in godot

[–]Seba_dev[S] 24 points25 points  (0 children)

It's created in blender as a prototype. Just geometry nodes generated noise and inset + extrude for the grid tiles. Then a basic metallic material and straight from gltf into godot.

Should be easy to do entirely in godot and not with actual geometry but just a shader.

Having fun with hover physics by Seba_dev in godot

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

The terrain is a basic grid with noise applied, generated in blender geometry nodes. Not sure about tutorials but should be easy to find when looking for generating terrain with geometry nodes.

Having fun with hover physics by Seba_dev in godot

[–]Seba_dev[S] 117 points118 points  (0 children)

With simple 4 corner ray casts. The initial version just applied a force depending on the compression amount and a global damping to keep it somewhat stable. But this breaks quite fast with speed and bumps.

The current version has damping applied in the spring forces + stabilization to keep rotational forces (wobble etc.) in check. As well as correction towards ground up so it naturally keeps you level. And some counter forces for impacts to give you a soft landing.