Heron was discontinued for Bevy 0.9 and will not support any release beyond 0.8! The author of Heron recommends using bevy_rapier instead. Thank you to jcornaz for your work which has permanently, positively impacted the usability of bevy_rapier itself, even if heron is no longer going to be around. Read the announcement here: github.com/jcornaz/heron/discussions/317
yeah, check out this commit (github.com/rust-adventure/2d-platformer-sandbox-youtube-series/commit/fa00d8db93a2312018ecd26792ccbb1aa414ba2d). The offset comes from being parented to the level itself. In the refactor the connection got disrupted, so grabbing the level entity with commands.entity() and using with_children to create the colliders as children will fix the offsets.
I wanted the curve of the jump to change after the halfway point, so changing the weight of the character would make a regular parabolic curve that is the same on both sides, but the impact of changing the gravity increases the slope of the second half of the jump, resulting in what feels like a more controllable landing.
You might need to enable continuous collision detection on the player, which heron doesn't expose an API for. Access to rapier behavior like this is one reason I switched away from heron, as I need CCD for a breakout/arkanoid game I'm building. -- rapier.rs/docs/user_guides/bevy_plugin/rigid_bodies#continuous-collision-detection
Just for the record, SQL is derived from SEQUEL, but they're not compatible, so it's best not to pronounce them the same. It's kind of like the difference between GL and OpenGL.
For most games you shouldn't use either. Rapier is more like a scientific physics system and isn't particularly stable for games development simulations.
Heron was discontinued for Bevy 0.9 and will not support any release beyond 0.8! The author of Heron recommends using bevy_rapier instead.
Thank you to jcornaz for your work which has permanently, positively impacted the usability of bevy_rapier itself, even if heron is no longer going to be around.
Read the announcement here: github.com/jcornaz/heron/discussions/317
Read that title and initially thought it was "should I use herion" 💀
Wait, you mean heroin?
heroin or the bevy rapist
Herion💀
@@danibiyarslanov Hair loin? I think that's normal...
you had ONE job
I highly suggest checking out GMTK's Platformer Toolkit for designing the specifics of your character controls and camera
I tried to use your code and add an offset to fix the collisions, but I couldn't figure out where to put it, could you help me with that please?
yeah, check out this commit (github.com/rust-adventure/2d-platformer-sandbox-youtube-series/commit/fa00d8db93a2312018ecd26792ccbb1aa414ba2d). The offset comes from being parented to the level itself. In the refactor the connection got disrupted, so grabbing the level entity with commands.entity() and using with_children to create the colliders as children will fix the offsets.
@@chrisbiscardi oooooh I see, thanks for clarifying that!
To fix the floaty jump, couldn’t you just increase the weight of the character instead of the gravity?
I wanted the curve of the jump to change after the halfway point, so changing the weight of the character would make a regular parabolic curve that is the same on both sides, but the impact of changing the gravity increases the slope of the second half of the jump, resulting in what feels like a more controllable landing.
@@chrisbiscardi but is it possible to change the weight only when coming down and not holding the space bar?
But perhaps it doesn’t make much of a difference. I’m just curious. Is gravity tied to the player or a global thing?
Should you use heron or bevy rapier?
Looking forward to the 0.8 update!
Did they fix the physics? I was trying to make a 2d platformer but my character with enough force could enter the walls. I was using heron.
You might need to enable continuous collision detection on the player, which heron doesn't expose an API for. Access to rapier behavior like this is one reason I switched away from heron, as I need CCD for a breakout/arkanoid game I'm building. -- rapier.rs/docs/user_guides/bevy_plugin/rigid_bodies#continuous-collision-detection
The heron project is discontinued!
Just for the record, SQL is derived from SEQUEL, but they're not compatible, so it's best not to pronounce them the same. It's kind of like the difference between GL and OpenGL.
For most games you shouldn't use either. Rapier is more like a scientific physics system and isn't particularly stable for games development simulations.
gaming