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A car? A plane? A very boring janky block?

After one AI search, I learned that what I was looking for is called Joints. So, after moving the boring landscape/terrain stuff into its own Plugin, I got busy trying to make a wheel axle using Joints. Side note: Did you know that dividing by 0.2 is not the same as dividing by 2.0? You did? Huh, apparently I'm special then. My smooth brain wasn't able to see the difference, and this combined with the fact that I was setting the joints on the wrong side of the axis, costed me about 4 hours of trying to figure out why everything exploded as soon as it got connected. But alas, I managed to build the wheels on axles that I had envisioned, and the results were!!... very underwhelming at best... +sigh+ The way I set up the spring-like Joints made the car's axles unstable and shaky, and the car was barely able to turn. On top of that, the wheels kept on spinning for some reason. In light of that, I gave it a quick (desperate) try to set the front axle to be the one in control, bo...
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Physics plugged-in

I was thinking: "instead of doing the car physics myself I should probably get a physics engine." So, a couple of online searches lead me to consider Avian, XPBD and Rapier. XPBD seems to be dead (because it is the predecessor of Avian? no idea), so that's a no go. So, it is just a matter of choosing in between Avian and Rapier. After watching a couple of videos and having an AI bot summarize the advantages and disadvantages, I've decided to go for Avian. It's native ECS integration pretty much sold it to me. Time will tell if it is the best choice. In any case, I gave Avian a try. As soon as I added the Plugin and configured the "car" as a Dynamic Rigid Body, (and got rid of the custom speed code,) the red block was ready to go. It accelerated as expected, and even decelerated as well. However something wasn't right. The "car" wouldn't flip when it fell from the brown platform. First I thought I was configuring the whole thing wro...

First goal achieved!

Good news imaginary reader! After a couple of hours of tinkering around with some examples ( this simple 3D scene , this introduction to keyboard input , and this example about rotation ), I was actually able to build the simplest prototype ever. A block that can move, speed up, turn and get followed by the camera. Now I just need to polish and I'll be ready to release a masterpiece. Just a tiny bit of polish though, I don't want to over do it to impress so many people. Ok, wild fantasies aside, I'm surprised that it was as simple as this to get this result. Now I need a new goal, so let's take it up a notch. How about if now we introduce real acceleration, braking, and a bit of friction so that it comes to a halt when inactive? What did you say? Ah, yes, indeed, I agree with you. It sounds like a good step. Thanks for the emotional validation. Well, see you soon. Let's hope this doesn't take long. -CAV

First steps

It is a bit naive to even come close to doing the MVP I intend to without any sort of practice, so like a good boy I've decided to follow Bevy's Getting Started guide . Took me 4 days to finish it, mainly because I decided to take a break in between (one can never be too lazy), but also because I got a bit ill from eating "old" cake (I swear I'm not making excuses up). Anyway, today I've finished the guide and think I've grasped the basics of Plugins, Systems, Components, Bundles, Commands, Queries and Resources. I'm totally ready to start programming a high-performing 3D multiplayer game. Yes. Super ready... oh god, this is going to be rough, isn't it?... Sigh... so now I had no direction whatsoever after finishing the guide. I decided to copy and paste one of the 3D Shapes examples in the Bevy repo. Pretty, isn't it?... I have no idea how the hell it works or to make use of it. So, for a moment I thought "maybe I should go back ...

Hello World

I've been meaning to make a game for years, but inspiration eluded me. Poiogalletas really needed a sequel to finish off the story I was meaning to tell, but continuing on a game mechanic that was uncomfortable at best didn't feel right. Also, I think the game market is oversaturated with platformers. Throwing a bad Mario clone into the scene felt unnecessary. If I was going to make something, it would have to be truly special to justify spending a large chunk of the limited time I got left on earth. I mean, I would rather just lay in the couch and watch something cool. Today, after watching several hours of NFS 3 gameplay to get some of that warm fuzzy feeling of nostalgia all over me, I've finally found a topic: a racing game. I'm hoping to be able to create something that is a mix between NFS 4 and Lego Racing (two of my favorite childhood games), while adding some personality to it to revive the joy it felt to play those games. The MVP would contain: A...