Reply to this comment if you would like a full in detail tutorial for this controller, any other feedback on video editing and anything is welcome too.
@@bob450v4 yeah, i'll notify you when its up, the code may be a bit unoptimized and messy though because I didn't make a full detail tutorial where i cleaned all the code up yet.
i would love to have more insight in how you played around with bevy rapier and rotations. I have had a hard time to use forces and impulses to control simulations, but at the same time, using charactercontroller with velocity-based kinematic rigidbodies have their own downsides the skill to use a 2d rep to make a 3d model is maybe something I should try to research.
Honestly I hadn't thought about trying to improve my 3d modeling skills because I used to do 3D modeling for fun. I might not have the most conventional methods but sometimes it does help with iterating game dev ideas lol.
Thanks for sharing this mate ! One question tho, for the transform.up, transform.forward etc how did you got those values, is there something from rapier for this ? Or did you calculate it on your own
Without an editor It is hard for me to work with Physics (Rapier) in Bevy or maybe because I'm beginner. Figuring out how things work togther is not intuitive. Anyone who Agree?
Reply to this comment if you would like a full in detail tutorial for this controller, any other feedback on video editing and anything is welcome too.
great video can you put a link to the github repo
@@bob450v4 yeah, i'll notify you when its up, the code may be a bit unoptimized and messy though because I didn't make a full detail tutorial where i cleaned all the code up yet.
@@bob450v4 github.com/Biped-Potato/car_game here you go
yes sir yes please
very helpful if you make a video on using rapier3d with bevy in detail.
That's nuts, thanks for sharing!
omg tantan i used to watch ur vids thanks a lot bro ur a huge inspiration
Amazing!!! This kind of video is very useful for understanding how pieces fit together in bevy. Here it is Physics and Bevy.
omg that way to quickly make 3d models is so clever, ill steal your method lol
You're on a roll! I'd love to see the tutorial!
i would love to have more insight in how you played around with bevy rapier and rotations. I have had a hard time to use forces and impulses to control simulations, but at the same time, using charactercontroller with velocity-based kinematic rigidbodies have their own downsides
the skill to use a 2d rep to make a 3d model is maybe something I should try to research.
Honestly I hadn't thought about trying to improve my 3d modeling skills because I used to do 3D modeling for fun. I might not have the most conventional methods but sometimes it does help with iterating game dev ideas lol.
Thanks for sharing this mate ! One question tho, for the transform.up, transform.forward etc how did you got those values, is there something from rapier for this ? Or did you calculate it on your own
2:54 movement in tool assisted speedruns
it'd be cool if the wheels had friction and torque applied to them :)
great job
Very nice!
Without an editor It is hard for me to work with Physics (Rapier) in Bevy or maybe because I'm beginner.
Figuring out how things work togther is not intuitive. Anyone who Agree?
Pls tutorial 😢
soon
dew it
No way you pronounced rapier as rapey-er lmao
that's how it's pronounce, Ray-pee-er