ppl say the default godot physics engine is bad and to use jolt from what i keep reading.
@WillieTheAutomaton10 ай бұрын
I'm building a 2d pinball game in godot. The physics are crippling me. I have tunneling on the flippers, which is absolutely killing me right now.
@SDGGames10 ай бұрын
Yeah, I had a lot of people recommend that I try Jolt. I haven't done a side-by-side, but it should be a drop-in replacement. It might help
@CanBros-do4zl Жыл бұрын
There is a possibility (quite easy actually) to use Jolt-physics-engine with Godot. Perhaps helpfull.
@RoyBeerZ Жыл бұрын
Like the others said, Jolt is the way to go
@jroseme Жыл бұрын
Epic amount of progress dude. Nice work and polish
@triplestandart76133 ай бұрын
Looks really cool btw. Very nostalgic.
@triplestandart76133 ай бұрын
In some areas it might be beneficial to not actually use a physics interaction, but to directly apply a force to the ball through code (for example with the pickers). That might make certain interactions more reliable.
@SDGGames3 ай бұрын
Yeah, I did that a little, but would definitely go harder if I was making it again. The idea behind the video was to see how quickly the physics engine would break down. It turns out, impulses are really hard to simulate when both objects are moving.
@triplestandart76133 ай бұрын
@@SDGGames I see. Yeah Godot physics are kind of known for getting wonky at times. There are alternatives which many people seem to think are superior but I haven't tried any of them yet.
@puzzud10 ай бұрын
I feel so bad for people picking up Godot right now. The Unity stuff came at a bad time. People running into so many problems with Godot v4 I simply don't have with the current Godot v3.
@dandymcgee3 ай бұрын
impressive.. i wonder how they did physics in the original
@nich569610 ай бұрын
lol the blender, to CAD approach is exactly how I feel
@vtvrvxiv8232 Жыл бұрын
20:07 I'd love to see Peggle!
@cokeycola1234 ай бұрын
(laughs in virtualbox drag and drop)
@lv99redchocobo5 ай бұрын
how did you make the flippers? if you used a tutorial could you point me to it?
@SDGGames5 ай бұрын
They're just an animatable body, and I rotated them with the lerp function. The trick is that the object origin is exactly where I want the rotation to happen, so I don't have to translate anything, just rotate. I did link the source code in the video description, if you want to take a further look. It's under player_elements/flipper.gd
@antonmuffin6214 Жыл бұрын
maybe scaling things up would help? like instead if things being like 1 meter in engine its like 10 meters, ect. Idk if that would help in this case, but iv heard of it helping with jittery things in 3d games, and thats what id try to do first.
@llort9998 ай бұрын
Awesome work! But.... Cannot run the source on Godot because this error: Line 15:Cannot infer the type of "logger" variable because the value doesn't have a set type. The line itself: @onready var logger := Print.get_logger("Global") Does anyone with knowledge on GDscript can throw a light on it?? Thanks.
@SDGGames8 ай бұрын
I think that's just the submodule. I guess I forgot to add a readme to that one, but you just need to do git submodules update --init to clone the addons repos. I have a custom logger that I'm using in this project.