Sample of the custom physics logic I made for a current project.

Note: Animation system currently disabled since I am reworking some of the core scripts behind it.


Controls:

WASD - Move

Space - Jump/Double Jump

LMB (Hold) - Grapple Hook


Systems:

Surface Normals - movement is based on the normal of the current surface. note that the player only hovers above the surface because of a skin thickness offset, which would be covered and fixed by the animation system.

Grapple - very early logic, tethers to first hit from crosshair on click, will use relative movement to start an orbit. no visual currently implemented.

Jump - will launch away from current normal when on a surface, or just upwards when midair. no cap on midair jump count currently.

Animation System - receives inputs from movement and environmental forces to deform the mesh. target is to have it behave like a pseudo-soft-body simulation. disabled because some vertices were being referenced relative to their initial order rather than actual position when I started to make this build.

Forces - this custom physics logic behaves based on a bunch of different formulas for actual physics calculations. if I recall correct (made this part months ago), wall-clinging actually uses suction forces.

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