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About Sidd

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  1. Yes, it's a two wheeled with spring physics. When it hits the wall the front wheel gets compressed, tilting the vehicle upwards, enabling it to run up walls. The friction is custom calculated which is why it's possible.    It's currently behaving like RocketLeague vehicles... But I don't want it to.    I'm currently performing a raycast around the vehicle, applying a helping hand force to avoid wall collisions; Calculating dot products, both in the right and front angle directions, but it is not enough to keep it from climbing the walls. I'm gonna try apply a downwards torque force to keep it on the ground but I have little hope it'll work.    There has to be a clever mathematical solution to keep it from climbing the walls...
  2. My current solution to avoid this kind of behavior is to perform a dot product between the impact normal and the forward direction of the vehicle. If the abs(result) is above a certain value I'll add a impulse force to keep the vehicle away from the wall.    But this solution is only temporary as it breaks when the walls are tilted or when the vehicle attacks the wall from the side.   (I'm using the UE4 and the game is in 3D)   Any ideas for a better solution for this kind of problem?     
  3. Thank you so much! It works like a charm :) saved me hours of troubleshooting different methods 
  4. I'm trying to simulate slip/tracking friction forces for my vehicle in UE4.    I have the component velocity in World Space I have its local rotation I used the following code to get the local directions for the my vehicle in World Space: // Getting direction realtive to the cuboid; Used in steering and friction calculations. FRotator Rotation = VMesh->GetComponentRotation(); FRotator Yawrotation(0.f, Rotation.Yaw, 0.f); ForwardDir = FRotationMatrix(Yawrotation).GetUnitAxis(EAxis::X); RightDir = FRotationMatrix(Yawrotation).GetUnitAxis(EAxis::Y); UpDir = FRotationMatrix(Yawrotation).GetUnitAxis(EAxis::Z); I can't figure out how to get it's Local velocity. Can I use the above syntax to solve problem somehow?    
  5. Yeah that makes sense. It's just coming from a Unity and basic c++ background, I'd I want to split up the Characters functionality into several files in order to follow c++ and Unity standards.    A Typical C++ Class in UE4 (found in tutorials and templates):   vehicleCharacter.h     SetupPlayerInputComponent()     CameraStick()     CameraSettings()   I'd like to split it up like this:   vehicleCharacter.h     wheels()     suspension()     ... vehicleCamera.h     Camerastick()     Camera()     ... vehicleInputCtrl.h     OnHandbrakePressed()     OnHandbrakeReleased()     ....      But I'm hesistating because in Unity the coding structure is directly reflected in the Editor. I am not sure if this is the case in UE4.    Anyways, I'll try to split up the files and see what happens :D 
  6. From what I can tell C++ Class templates (such as Character.h/Pawn.h) seem to include functions for camera and controller inputs. I get the impression that this is some kind of coding standard to make life easier for the user?    Is this true, and if so, will I encounter problems in the long run if I split up the functionality into several files?   An example is the AdvancedVehicle template in UE4:   vehicleCharacter.h     SetupPlayerInputComponent()     CameraStick()     CameraSettings()
  7.     I like your idea of the 50,000 foot view. I usually have some vague ideas, but they are often far to blurred to put into words in the beginning. The more humble approach of evaluating the core game mehanic for 1-2 weeks - prior to writing the gdd -  is definietly a time saver.    Your journal on "Unity's content pipeline" is exactly the type of blog post I want to be making. A sort of a HOW-TO for the gamedev community, which also works as a showcasing for portfolio work.    The picture you have of yourself, in your mind, will come true. Just keeping beliving in your vision Eck! Thanks for the advice :) 
  8.   Journals seems perfect, I had no idea it existed until now! 
  9.     Exactly, I guess one has to set up some well defined constraints for the documentation process in order to keep it balanced. Posting a weekly/monthly summarization is indeed the key, it kinda forces you to pick out the most important parts instead of documenting everything.   
  10. Is it through blogging, Wiki's, updating the GDD with drafts or just writing notes about progress in the TODO list?   (When you are the only person working on the game, creating and configuring assets)   I'm trying to find a fast workflow for documenting progress, which is easily publishable. I'm currently stacking TODO's in Workflowy and once I'm done I usually don't document anything. However, I have documented progress in the form of reports before - which have become invaluable in later years when I come back to them for advice.    Tools I'm currently experimenting with: Workflowy: definietly fastest tool for TODOs when working alone - but not ideal as a GDD (IMO) TiddlyWiki: A minimalistic GDD wiki. (Haven't experimented enough to gauge it's workflow speed) MediaWiki: Fully fledged wiki? Haven't tried it yet. Seems like a overkill when working alone? Google Docs: Don't find it challening enough... I find it more fun coding latex documents if the GDD has to be linear. Blogs: Seems a little bit clunky but definietly wins on the argument of publishing. The pressure of publishing ensures high quality posts.  I'm experimenting with the idea of creating a game design document in Wiki form where all the links lead to blog posts about asset creation... But I'm not sure if it's gonna be fast or practical enough.     What is your view?
  11. Sidd

    What is a timestep?

    Timestep defines how small the time interval is inbetween physics simulations. In game engines this reflects how often functions() need be run.   Physics(simulations) uses mathematical models to predict the future. These simulations output the path between the present and the future, the models predict the direction towards the future while we calculate the path. How accurate the direction is depends on the models input value which is time. The lower the time value you give the model, the more steps in can take in total until the simulation reaches it's goal. This time value is also known as timestep or dt.   model(time, position) =  new_position
  12. From my point of view I'd say build a foundation for your game with the tools you already know.    (In my case that would be writing the story prior to creating the world with the help of other tools)   [sharedmedia=core:attachments:26707]   When I venture into unknown territory I'm often met with frustration and demotivation as long as the challenge is higher than my skill level in that field.     Regarding the schedule I'd take John Cleese advice on creativity; set out a time and place to do the creative work. This means that you need to find an "oasis" where you will be left undisturbed for a period of time. Set a strict time interval for the work, about 2 hours in the beginning, where you will do nothing else but this creative work. Remember that you have to calm down in order to enter the creative state. It's simple in theory - but I've found that last part most crucial.    Things that I have found true which might relate to this:    * Inaction breeds doubt and fear. * Follow your interest and you'll find yourself in interesting situations with interesting people - who find you interesting.  * Improve the situation instead of improving your mood. Progress will elevate your mood. Don't let days fly by because you are waiting for that moment when you feel "motivated" * Work with other people - unless you're introverted.  *   
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