Here is a first person Havok physics setup I am working on and want to share for anyone who may find it useful. There are a few bugs I can’t figure out. Perhaps some of you may know the solution.
Mouse + WASD + Space
When moving into a near vertical wall, the player will suddenly shoot up the side of it. I can’t figure out what causes this. 90 degree walls are ok. Anybody have any ideas?
The next question is, when people walk up a ramp and stop, it springs upward a little bit. I don’t know why.
The final question is: can you think of a good way to stop the sliding down slopes when standing still on them? I know it’s an age old question that has come up before but I couldn’t find a way to get it working as I want. I succeeded in making another first person controller in which there’s no sliding, but unfortunately I couldn’t get it to work with jumping. (That previous version had disabling of gravity if the person was in contact with the ground and not moving)
This version is the closest I could get. It’s just a few minor things away from being perfect. (For my needs anyways). If anyone is able to nudge me in the right direction it would be greatly appreciated.
I got a question. Is there a way we can start with something above and get to this? heyVR.io - Play and publish VR browser games for free! Code Name Spectral Dawn. I would like to follow what you are doing above make something for VR + Havok Physics that is similar
Yeah that’s the kind of thing I am aiming for on that Hellovr site. I want to make an adventure/exploration game. I’ve been tinkering with different approaches and just now I tried doing it with Havok. My coding skills are not amazing, but with the help of some AI and reading what I can I put this together. I keep hitting walls though so I’m hoping that by sharing people can maybe add to it and improve it.
If anyone is interested in collaborating let me know. I want to make a bunch of other first-person adventure game related stuff.
You are really good. That manifold cure, there’s a lot of things I learn form you there. That was a really cool first person experience. We can use this feed as well. I will take the sample you got above and play with it too. and I get further, I will post my results here as well. So that way we can use our common skills to build the a template something like Code Name Spectral Dawn
I to use havok to create a Unity Style Character Controller. Can be used with either first or third person player controllers. Just to get a look at the smooth movement and animation controllers.
As a reference, this is my export Unity Assets running a ThirdPersonPlayerController (the the actual havok physics is the same a FPS)
@MackeyK24 Thank you! I guess I am reinventing the wheel a bit. I’m going through the docs slowly. Maybe I can take and modify this and use without Unity.
You dont need Unity, that is just the content creator. The Babylon Toolkit runtime extension has a Dynamic Rigidbody Character Controller class… that can be used on anything , including just a transform node… if you wanna make first person, stick a camera inside the transform node and move the node around with:
I see the same thing (with Havok and Ammo) and haven’t been able to find a nice way to solve this yet I believe this is because applying a linear velocity horizontally into a ramp causes the player (capsule) to slightly “clip through” or “tunnel through” the ramp. And when the player stops moving, the physics engine “pushes” the player out of the ramp. A potential way to solve this is to apply a linear velocity to the player at the same angle as the ramp.
Here’s my progress so far if anyone wants to check it out:
I have most issues solved. Other things I’ve added:
Ability to stand on moving/rotating platforms. (The player will rotate with the platform)
Coyote time jumping
I want to add in a ledge grab. Eventually I’ll have enough for a parkour game.
The code’s a mess, but after I clean it up I’ll have a pared-down version to share with everyone.