Today was a short day, but some important bugs were fixed, including some which affected our presentation!
First was infinite dive rolling; if the character was above a surface, no matter what the slant to the Z axis, they could do a dive roll infinitely.
Not today! Not with easy access to the character's walkable floor Z value.
The bigger fix, however, was with physics sub-stepping. What is sub-stepping? By dividing the frame of time into several physics simulations per tick, one can get far better physics simulation! By using these substeps, we've improved the arrow collision to a substantial amount where there is no matter troubling clipping.
What's next?
...Seriously. What's next?
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