Ever had the problem where you’re firing a bullet or some kind of projectile at high speeds, and it just goes right through the collision object, instead of hitting it?
Here’s a weapon that fires a bullet at random velocities, to demonstrate the issue:
The bullets impact the character in various places, rather than at the first point of contact. I haven’t found a way to enable any kind of continuous contact option, outside of playing with the
safe_margin
setting. I ended up adding a raycast:
It’s definitely a hack, though. The
move_and_collide
should be replaced by the ray query. Using both instructions together could result in an even weirder situation;
move_and_collide
could skip a collision object (the issue we’re trying to fix with the ray query), but then still collide with a different collision object. Then the ray query redoes the same movement and collides with the first object that was missed by
move_and_collide
. Depending on the game, that could mean something like randomly shooting through shields or walls under specific circumstances.
The current approach is essentially a two-pass solution, where the first pass is sloppy, and the second pass works as intended, but doesn’t move the projectile.
When I think of video games, I generally still think of an application that is downloaded and runs on the client. Technically, that’s still the case with web-based exports from Godot Engine, since the web browser has to download the files before being able to run them. I thought maybe I could just run the …
In this 2018 GDC session, Spry Fox‘s Daniel Cook explains how to keep human beings from being treated as interchangeable, disposable, or abusable when designing multiplayer games. If you’re developing, or thinking about developing a multiplayer game, this is a great talk to better understand the challenges of designing multiplayer interactions that result in more …
We’re excited about this release, which includes a range of quality-of-life additions and refinements. Drag-and-drop support has been improved with a second strategy: Click-and-release: Simply clicking (and releasing) an item will pick it up. This leverages Godot’s force-drag functionality and approximates the drag-and-drop behavior that games like Valheim and Palworld use in their inventory items. …
A new version of the Inventory System is available. This release includes a new structure placement feature and improves crafting. Structure Placement Players can now place structures from their inventory. When using an inventory item representing a structure, the player is prompted to select where to place it. The included demo lets players place an …
Projectiles going through collision objects
Ever had the problem where you’re firing a bullet or some kind of projectile at high speeds, and it just goes right through the collision object, instead of hitting it?
Here’s a weapon that fires a bullet at random velocities, to demonstrate the issue:
The bullets impact the character in various places, rather than at the first point of contact. I haven’t found a way to enable any kind of continuous contact option, outside of playing with the
safe_marginsetting. I ended up adding a raycast:The ray cast looks somewhat like this:
It’s definitely a hack, though. The
move_and_collideshould be replaced by the ray query. Using both instructions together could result in an even weirder situation;move_and_collidecould skip a collision object (the issue we’re trying to fix with the ray query), but then still collide with a different collision object. Then the ray query redoes the same movement and collides with the first object that was missed bymove_and_collide. Depending on the game, that could mean something like randomly shooting through shields or walls under specific circumstances.The current approach is essentially a two-pass solution, where the first pass is sloppy, and the second pass works as intended, but doesn’t move the projectile.
Related Posts
Quickly deploying Godot games on the web with Netlify
When I think of video games, I generally still think of an application that is downloaded and runs on the client. Technically, that’s still the case with web-based exports from Godot Engine, since the web browser has to download the files before being able to run them. I thought maybe I could just run the …
Design Patterns for Building Friendships
In this 2018 GDC session, Spry Fox‘s Daniel Cook explains how to keep human beings from being treated as interchangeable, disposable, or abusable when designing multiplayer games. If you’re developing, or thinking about developing a multiplayer game, this is a great talk to better understand the challenges of designing multiplayer interactions that result in more …
Inventory System v1.10 available
We’re excited about this release, which includes a range of quality-of-life additions and refinements. Drag-and-drop support has been improved with a second strategy: Click-and-release: Simply clicking (and releasing) an item will pick it up. This leverages Godot’s force-drag functionality and approximates the drag-and-drop behavior that games like Valheim and Palworld use in their inventory items. …
Inventory System v1.18 available
A new version of the Inventory System is available. This release includes a new structure placement feature and improves crafting. Structure Placement Players can now place structures from their inventory. When using an inventory item representing a structure, the player is prompted to select where to place it. The included demo lets players place an …