JimBodkins
Veteran X
Amadeu5 said:
I just managed to make a seemingly bug-free version of the new method with half the number of lines... moral of the story is merging all 3 dimensions in the calculation is your friend.
The only thing I should figure out now is how to compensate gravity without messing up the whole thing.
I believe that if you are using the player velocity, that the effects of gravity are already included. If you add that acceleration a second time, you will end up with too much force. Leave the calculation of the 'velocity' of the player to the engine. (The engine includes gravitational effects). Just 'add' a new force to the player - that of the reel.