![]() Please report bugs on Github, the locomotion was easy, getting it to play nice with the rest of the game was the challenge. Discord is always the best place to come talk about Vivecraft. I do plan on having a ‘limited’ climbing mode where only certain types of blocks are climbable so you can build interesting courses, but that’s not in this version yet. If I were you I’d hold off on building challenge courses and whatnot for now as I expect the next few Vivecraft updates will contain tweaks to the jumping distances and whatnot. ![]() #Trinus vr delay how to#Overall this is a really fun set of mechanics and I already have many good ideas and suggestions for how to improve on it. This seems to work OK and reduces the ‘zig-zag’ effect of the older version. I did tweak our direction detection to use the average of the 2 controller’s pointing yaw, which is similar to climbey’s controller mode. So I’m leaving our RIP speeds alone since it favors faster continuous motion over 1:1 movement. It’s fine for their small spaces but Minecraft is huge and the start/stop got old quick. I found you can’t really move continuously without cheesing the system. It still isn’t as consistent as I like and I see some re-working in the future.Īnother divergence is me not being a huge fan of Climbey’s run-in-place implementation. Determining the player’s intent leaving a wall from motion alone was just not going to work consistently. I get inputs from the VR hardware at 90hz and the noticeable delay and asynchronicity makes the jumping and timing less predictable than it should be. The need for this is because, behind the scenes, all input, logic, and movement in Minecraft only runs at 20hz. This way you know when you let go of the wall if you’re going to fall or jump explicitly. Here I’ve implemented wall-jumping as an action that requires an extra button press. One divergence I had to make is in Climbey you can just sorta fling yourself off the wall and gain a lot of height. I reserve the right to change existing mechanics to items in the future (I’m looking at you, teleporter). The added fun of crafting the items adds a nice layer to it as well. So here you have a simple item you equip, and can un-equip quickly to resume normal play. The thought of players needing to go into a menu to change a setting just to be able to mine again did not sit well with me. I could, of course, have done this ‘mode’ as a game setting, but implementing the mechanics the way I felt best required heavily overriding the behavior of the Jump, Move and Attack buttons. This is something I’ve been meaning to delve into for a long time now and I think it worked out great. ![]() You’ll notice that both the jump and climb mechanics come to Vivecraft in the form of craftable, equippable items. ![]() Here I’d like to get philosophical for a minute and explain why I’ve implemented it like I did as there have already been questions and I expect more. The technical details and instructions are over on the new climbeymotion page. #Trinus vr delay free#We already had a run-in-place movement which has now been tweaked, and I’ve gone and added a jump and free climb mechanic heavily inspired by Climbey. ![]()
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