Unnamed Platformer - Devlog 11
Rotation is finally working! Mostly. Anyway I have to post now cuz of the 10 hour limit per devlog.
What I did: I fully implemented rolling and rotation physics across all player shapes! Shapes now physically rotate based on movement speed, tip over cliff edges, and smoothly snap back to a flat face when you stop moving. I also added a feature where shapes automatically realign when entering water or zero-G. To make everything smooth and frame-rate independent, I overhauled the settling and snapping math using fmod for shortest-path rotation and wrap-around handling.
Challenges: Getting the angle snapping and tipping logic to work was the biggest hurdle. Non-square shapes were getting locked out of tipping due to floating-point issues, which I fixed with an epsilon tolerance check. There are still a couple of bugs that I’ll tackle later, notably the fact that shapes sometimes spin an extra time upon settling. but the core system is more or less functional now.
AI used, if any: I managed to work out the math myself but I needed to ask AI with help debugging.
Plans for next time: I’ll probably work on some visual effects for the next couple days + fine-tune and debug my physics a bit more.
K bye guys
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