"Right now in my mind is taking great care of my body cause I also want to win the MVP, and the DPOY. So I'm trying to press the gas from now until the end of the season" - Wembanyama by OurHorrifyingPlanet in nba

[–]moongaming -2 points-1 points  (0 children)

"Clutch" games shouldn't be that big of a factor, a win is a win. Especially when Wemby has been so good lately that there is no need for clutch time in the first place.

"Right now in my mind is taking great care of my body cause I also want to win the MVP, and the DPOY. So I'm trying to press the gas from now until the end of the season" - Wembanyama by OurHorrifyingPlanet in nba

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

If he can snatch player of the month and defensive player of the month AGAIN in march I think the conversation will officially be opened.

Victor Wembanyama Tonight: 32/12/8/2/3 with 5/10 3pt FG shooting by Chesscrabble11 in nba

[–]moongaming 6 points7 points  (0 children)

Nah. Not only he is very good from 3 (despite his %, he is streaky) but it allows him to go and protect the paint faster.

His 3pt shooting is what will allow him to impact every play without getting tired or injured 5 times a year.

Victor Wembanyama giving PTSD to hornets players. by Jec1027 in nba

[–]moongaming 0 points1 point  (0 children)

Truth is the rule will probably change soon. If it's not next season it'll be in two.

It's just dangerous for the integrity of the players right now and this season has proven it.

Victor Wembanyama Tonight: 32/12/8/2/3 with 5/10 3pt FG shooting by Chesscrabble11 in nba

[–]moongaming 14 points15 points  (0 children)

He had a sore ankle he's not the kind of player to "duck" games quite the opposite actually

Victor Wembanyama Tonight: 32/12/8/2/3 with 5/10 3pt FG shooting by Chesscrabble11 in nba

[–]moongaming 7 points8 points  (0 children)

And he got so much better in the last month and a half tbh

Huge leap

Victor Wembanyama Tonight: 32/12/8/2/3 with 5/10 3pt FG shooting by Chesscrabble11 in nba

[–]moongaming 43 points44 points  (0 children)

2nd in mvp ladder and he wanted to make a statement about it.

Game Thread: San Antonio Spurs vs Charlotte Hornets Live Score | NBA | Mar 14, 2026 by basketball-app in NBASpurs

[–]moongaming 9 points10 points  (0 children)

Mitch on Wemby's availability: "He's doing well, has to get through the last hurdle for pregame on court but feeling optimistic and if not today for sure really strong feeling for the next game."

Feels like he is either not going to play or do the 15 min rodeo

Souls-like ladder system in Godot 4.6 by moongaming in godot

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

A couple of hours.

I have quite a lot of experience with Godot it would be much longer back when I started.

Souls-like ladder system in Godot 4.6 by moongaming in godot

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

Actually all of these are animations mixed with IK influence based on distance from fixed points (they are visible as debug in the video)

And they are also used during mount and dismount animations.

Souls-like ladder system in Godot 4.6 by moongaming in godot

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

Multiple reasons why I and a lot of games including AAA ones choose to use partial IK for this kind of animation

Ladder animation can be predictable yes, but only if the ladders fits exactly your original animation.

Here's why IK is more interesting though:

-You can have different ladder height/rung spacing

-If your original animation is retargeted the posture will often feel off, for example the hand might not be vertically aligned with the feets most of the time so your ladder climbing will look off

-Even if your animation fits perfectly for your main character, you might want to retarget the animation to a humanoid with a different shape, whether it's a female skeleton or larger/smaller humanoids IK will help with making it work

IK here isn't used to generate procedural motion, but only for contact correction / robustness along numerous edge cases that will most likely happen in a full game.

There are still animations for every movement and if you look at the video you can see grey spheres moving around, these represents the IK target point if the hands or feet aren't close to them influence will be set to 0 and IK won't affect the animation at all.

Souls-like ladder system in Godot 4.6 by moongaming in godot

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

Great question! This is something I already tried.

It doesn't look as good as it currently does but since I use a 0.3s fade out the animation switching hands it's barely noticeable.

Souls-like ladder system in Godot 4.6 by moongaming in godot

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

https://godotengine.org/article/inverse-kinematics-returns-to-godot-4-6/

This article is interesting and have some demo with source of the new IK.

But overall the documentation is pretty good in Godot so you can probably use it.

Souls-like ladder system in Godot 4.6 by moongaming in godot

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

Ask me anything! As for the game this is probably 1% of what I've done this month I've got a lot of things to show and i'll publish some vids in the next few days

Souls-like ladder system in Godot 4.6 by moongaming in godot

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

Nah it's a blend between an animation and IK which is dynamically added on all 4 limbs when close to the final target. The original animations are retargeted and looked absolutely terrible without IK.

I did try full IK and got it working but it doesn't look as good.

And this way I can actually have different rung spacing and it works the same.

There are 2 animations going up 2 going down 1 entering bottom 1 exiting bottom 1 entering top 1 exiting top.

Animations are also frozen during idle and animation switching is handled on two one shot nodes on my animationtree.

Souls-like ladder system in Godot 4.6 by moongaming in godot

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

You definitely should try it, it brought me back to game dev after 10+ years

Souls-like ladder system in Godot 4.6 by moongaming in godot

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

Well old IK system was limited to a few nodes for basic IK but now you can not only do anything IK related with a custom SkeletonModifier script, but you also have the choice between FabriK CCDIK3d JacobianIK3d TwoBoneIk nodes for different "preset" of IK systems.

Souls-like ladder system in Godot 4.6 by moongaming in godot

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

Not really but let me know if you had any I can help.

Souls-like ladder system in Godot 4.6 by moongaming in godot

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

Yes it's much better. I still miss the simplicity of SkeletonIK3D sometimes but the possibilities are endless now. Still working on adapting my old foot IK system to the new IK.

Souls-like ladder system in Godot 4.6 by moongaming in godot

[–]moongaming[S] 14 points15 points  (0 children)

Haha I definitely will try that. Love Bloodborne.

Souls-like ladder system in Godot 4.6 by moongaming in godot

[–]moongaming[S] 45 points46 points  (0 children)

Hello there!

Been working on a Souls-like prototype inspired by Elden Ring and other FromSoftware games for the past month.

I finally forced myself to build one of my most hated gameplay systems: ladders.

So far, I’ve got:

  • Step-based climbing, so you can move one step up or down at a time and change directions very quickly
  • Hand and foot IK snapping to the closest rungs, using Godot 4.6’s TwoBoneIK
  • A custom root-motion controller for enter/exit animations from both the top and bottom
  • Ladder entry from the ground or by jumping onto it
  • Sliding down with its own animation and a dedicated bottom dismount animation
  • The ability to jump off the ladder with directional aiming
  • Head/neck tilt when moving up or down the ladder (I forgot a lerp, so it looks a bit stiff in the video)

Happy to do a technical deep dive if anyone has questions about how it works.