This "Bug" Blew My Mind | Unreal Engine 5 | Devlog
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- Опубліковано 20 вер 2024
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Panic Lane is a Unreal Engine 5 driving/racing game where you try to stay alive on challenging tracks full of obstacles. Consider subscribing if you want to see devlogs and other game development related stuff. In this video I will describe a fascinating bug in a half-pipe world that taught me a lot regarding rotation when calculating the amount of degrees for spin tricks.
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Did I get anything wrong? Hopefully not, but let me know if you think so! :)
This bug isn't all that bad, just wait until you come across gimbal lock, that's where the real pain is.
Unfortunately I already know what that is and I'm trying to find every excuse not to learn quats..
I subbed for moose jokes but here I am learning math?
the scwipt is awesome!
R is hard :(
my guess would be that you'd want to take a rotation vector from the moment you leave the ground so that if the car is rotating on 2 axis you don't get the issue cropping up again.
Good explanation 😢
When feature-creeps are the features
This is the same problem I have faced in my game as well... but I added slo-mo speed ramp effect to the camera for the "Cool" factor. Looked actually cool but your instance threw a new shade at this problem for me now. Thanks a lot lol.
I bet I also have this same bug lurking somewhere else in the game.. But until now it has been close enough.
What if the car isn’t just in a flat spin but is also rotating on another axis, so that your original plane at the time of takeoff is no longer aligned?
I'm so glad you asked this question! The problem would reoccur in that case. What can be done is recalculating the plane projection for every frame the car is in the air.
you could just take the local rotation no?
That was my first intuition, but my current understanding is that local and relative rotation always require a parent. The car is not rotating _in relation_ to anything (except the world).
@@7WeirdSeeds Woah, i checked it myself because i was like "no way that's true" but i think you might be right
There's gotta be a way tho, every game engine i know lets you grab the local transform of something i severely doubt this one doesnt