buildzoid.bsky.social
@buildzoid.bsky.social
That's the main reason I stick to "retro" style FPS games. Simpler movement systems simply feel better due to being far more consistent than anything with a ton of complex interactions.
October 4, 2025 at 6:29 PM
Oh it's not the float math that's the issue. It's that ALL my old movement modifying behaviour worked on an assumption that the new slide physics thoroughly violate. Which is why teleporting/respawning/jumppads/razorwire/gravity are all breaking.
October 4, 2025 at 3:15 AM
This would be so much easier if I had been tuning the movement with these physics in mind from the very start. I think this is just gonna have to be something I use in a future project because here it just breaks way too many existing systems(that already broke with the previous slide update).
October 4, 2025 at 2:25 AM
oh it also broke jumppads....

FFS
September 29, 2025 at 4:22 PM
and the fixes seems to be easier than I expected.
Just put the momentum slide at the start of the movement physics processing function
September 29, 2025 at 4:17 PM
fixed the recoil problem. Still no WASD control.
This is evidently and order of operations + velocity mixing issue.
In order to get smooth slides I'm calculation velocity from past positions and need to somehow blend that with inputs.
September 29, 2025 at 4:13 PM