When making character based 3rd person games, which i’ve done alot, i find it a nightmare to get the physics right.
It seems there is no possible way to balance realistic gravity (without using a downward force motion actuator) with the speed your character moves accross the ground. And by speed i refer to acceleration/deceleration using Force. If I use, d/loc physics are not properly used, and velocity has a glitch that if you tap the key your character can speed up loads. also left and forward set velocity don’t like working in conjunction.
I know you can wright a script to solve this but:
one feature would solve this problem, which is a problem for alot of circumstances…simply if there was a limit velocity field, with the max speed an object can accelerate to.
Does anyone agree with this, because I think it’s a very valid point, especially when using non frictional surfaces. like a top view space ship game where you want to emulate inertia.
-And yes I realise how many responses i’m gonna get with “It’s simple just tweak these few settings” - my answer is no. I’ve tweaked for too long! so let’s have a limit velocity field so we can use force to have nice acceleration/deceleration and real physics, but so it doesn’t speed up to silly speeds once the initial friction of the surface is beaten.
p.s this is not having a go at blender. I just don’t have much to do so i thought i’d whine for a bit