Kart controller
(This all happened prior to Godot Wild Jam #44 so the details might be a little sketchy.)
Inspired by a Youtube video (https://www.youtube.com/watch?v=Ki-tWT50cEQ) and Twitter post (https://twitter.com/kenneynl/status/1107783904784715788?lang=en) I thought that using a sphere as the physics body would be a short cut way to creating a kart controller.
Spent some time trying to create this in Godot, but should have looked first as KidsCanCode had already done this exact thing (http://kidscancode.org/godot_recipes/3d/3d_sphere_car/).
After playing with their demo, I wasn't entirely happy but I pushed on for a while. Eventually hitting into this Godot bug/issue (https://github.com/godotengine/godot/issues/50463) where spheres (or other round bodies) do not roll smoothly over static meshes, particularly where there are joins/seems in the mesh (even if the actual mesh is completely flat).
This could have become a deal breaker except that I wasn't even happy with the controller itself. Despite the bug, the KidsCanCode demo is still playable, but it doesn't feel how I want it to feel, and it's certainly not like Mario Kart in that state at all.
After all this I decided to go with a more custom solution base on KinematicBody and using move_and_slide().
No sliding or surface detection yet, but I'm happy with the results. Temporary assets curtesy of model-resources.com!
Next steps will be to get this controller to a state I'm happy with (sliding, turbos, jumps, reversing, steering) then make a start on the track system.
Retro Karting League
More posts
- Procedural track generationMay 06, 2022
- Major systems, and first one to work onApr 05, 2022
- First postApr 01, 2022
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