this post was submitted on 12 Nov 2024
44 points (100.0% liked)

Godot

6014 readers
153 users here now

Welcome to the programming.dev Godot community!

This is a place where you can discuss about anything relating to the Godot game engine. Feel free to ask questions, post tutorials, show off your godot game, etc.

Make sure to follow the Godot CoC while chatting

We have a matrix room that can be used for chatting with other members of the community here

Links

Other Communities

Rules

We have a four strike system in this community where you get warned the first time you break a rule, then given a week ban, then given a year ban, then a permanent ban. Certain actions may bypass this and go straight to permanent ban if severe enough and done with malicious intent

Wormhole

!roguelikedev@programming.dev

Credits

founded 2 years ago
MODERATORS
44
submitted 1 month ago* (last edited 1 month ago) by Eibriel@sopuli.xyz to c/godot@programming.dev
 

I'm so happy about how this script that generates a roller coaster track from a Curve3D turned out!

You can find the code on GitHub.

Be sure to download track.gd, track_generation.tscn and meshes/track_sleeper_rollercoaster.res and fix the path to the mesh on the code.

The roller coaster will be part of my game horror Delta Park , adding to the creepy atmosphere.

you are viewing a single comment's thread
view the rest of the comments
[โ€“] ulterno@programming.dev 3 points 1 month ago (1 children)

Nice. Now just if you could make it more physics'y. As in, make it go faster when it falls downwards and make it look like it is putting in extra effort, in cases it is going upwards, higher than what momentum would take it.

If you feel like doing this, I'd suggest using parameters for:

  • gravity
  • momentum
  • friction, so just reduce momentum based on traveled distance
  • minimum speed, to make sure it keeps going and that will look like it is using its motors to keep running
[โ€“] Tibi@discuss.tchncs.de 2 points 1 month ago

Also my immediate thought is that the End of the track when it connects to the Start isnt doing it with derivatives and therefore looks not smooth/shockfree.