BT Plays Games
btplays.games
BT Plays Games
@btplays.games
I make educational content on #Godot and 2D #GameDev mechanics

👉👉👉 https://btplays.games
I'm with you both on this. I see the value in connecting with others, but the internet is an intimidating place. Kudos for taking the plunge and putting yourself out there!
January 28, 2025 at 5:49 PM
I can't believe I didn't think of this earlier, but there's nothing stopping you from mixing and matching these. Movement has three stages: acceleration, cruising speed, and deceleration. Nothing stopping you from using linear acceleration and seek steering for deceleration. Get wild and experiment!
January 16, 2025 at 9:49 PM
I was also able to adapt the acceleration based on an easing function, just like how P-speed worked in Super Mario World. The longer you hold down a direction, the faster your acceleration is. https://r.btdev.org/75

One drawback with this is you still turn on a dime. Not very realistic!
Top-Down Movement with Ease-Driven Acceleration | Everything I Know
An implementation of 8-way, top-down movement using an easing function to govern acceleration and deceleration, explaining how it works and why.
r.btdev.org
January 16, 2025 at 9:49 PM
"But straight lines are boring", you say. We can add an ease-out curve to our acceleration by using a seek steering function. We adjust our velocity based on the difference between the current and ideal velocity. Use a percentage of that to adjust the curve duration. https://r.btdev.org/74
Top-Down Movement with a Seek Steering Function | Everything I Know
An implementation of 8-way, top-down movement using a basic steering function to govern acceleration and deceleration, explaining how it works and why.
r.btdev.org
January 16, 2025 at 9:49 PM
The obvious next step is linear acceleration. The generic code for this is relatively simple, but adds a few quirks like "don't decelerate into the negative". The Godot-specific version ends up being only a few lines. I'm assuming other engines would be just as simple. https://r.btdev.org/73
Linear Acceleration and Deceleration | Everything I Know
Instead of just having basic movement, we can easily add some
r.btdev.org
January 16, 2025 at 9:49 PM
Maybe there's something to that if I keep poking. Juice-to-squeeze isn't there yet.
January 15, 2025 at 4:55 PM
Here was a great example of way overthinking it: using a Curve to decide how much acceleration to apply by sampling current vs max velocity. Tune the curve wrong, and your acceleration flatlines 😬. Fail to account for radial acceleration, and you can't turn at max speed.

#Godot #gamedev
January 15, 2025 at 4:55 PM
I'll keep toying around with these on stream tonight, then move onto researching other topics. Likely rotate + move and click-to-move movement styles.
January 15, 2025 at 4:39 PM
Better, closer, warmer. Less Tokyo Drift than before. Next up: staying away from the wall. imgur.com/a/EywuQBM #godotengine #gamedev
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April 6, 2024 at 5:30 PM