- cross-posted to:
- gamedev@programming.dev
- godot@programming.dev
- cross-posted to:
- gamedev@programming.dev
- godot@programming.dev
deleted by creator
I think this guy has his deceleration allll wrong; you don’t become MORE slippery as you slow down, you stick more. That last curve should be a mirror image of his first acceleration curve.
I mean, if that’s what he wants for his game; great – I’m not sure I’d consider it “better movement” as a universal though.
Maybe a more fair title would be 'customizing your movement controller in godot" or “experiments in character movement”.
I’m the author 😅 “Slippery” would mean that it takes a long time for your velocity to drop once you release input. So the choice for the deceleration curve is to drop velocity fast so that things don’t feel slippery (and arguably feel more responsive instead).
It feels like deceleration is very slidy in your example video though. Like you have socks on a tile floor and you’ve decided to stop and slide.
Ah I see what you mean. I may have the time it takes to stop too high for the example, but it’s configurable.