nickgravelyn
13-07-2006 06:06:37
I'm trying to implement a character movement model that doesn't seem to be easy to achieve with Newton.
My game is being designed with game controllers in mind. I want movement with both buttons (also for users with just keyboards) as well as the joystick.
The game is played as a third person sidescrolling-esque game (the character can move forward and back along the Z axis, but only a short distance). This means that all movement is not relative to the direction of the character.
When the user pressed right on the controller (or D for keyboard users), the character should simply start going a certain speed; not accelerate towards that speed. The joystick is similar except that the percentage of the distance the joystick is pressed is the percentage of the speed the character can possibly go.
So far, my character movement is simply at adding forces to my character which causes the unwanted acceleration. Any ideas how to achieve this more "classic" model of character physics using OgreNewt?
My game is being designed with game controllers in mind. I want movement with both buttons (also for users with just keyboards) as well as the joystick.
The game is played as a third person sidescrolling-esque game (the character can move forward and back along the Z axis, but only a short distance). This means that all movement is not relative to the direction of the character.
When the user pressed right on the controller (or D for keyboard users), the character should simply start going a certain speed; not accelerate towards that speed. The joystick is similar except that the percentage of the distance the joystick is pressed is the percentage of the speed the character can possibly go.
So far, my character movement is simply at adding forces to my character which causes the unwanted acceleration. Any ideas how to achieve this more "classic" model of character physics using OgreNewt?