Polishing cartoon kart physics
Posted: 13 Dec 2018, 15:01
Hi. New programmer here, still trying to find my way around the code.
At this point Super Tux Kart is a highly polished game and there are only around three distinct things which bother me about it. One is that when you bump into a wall, you come to a rigidbody full stop, and I would personally much rather have a significant amount of knockback applied in that situation, ideally enough to prevent the player from having to manually reverse to get their kart out of an unfortunate corner wedge. Can anyone point me in the direction of what I'd need to change or where I would need to insert code in order to generate a suitable cartoony physics reaction when contacting a wall?
At this point Super Tux Kart is a highly polished game and there are only around three distinct things which bother me about it. One is that when you bump into a wall, you come to a rigidbody full stop, and I would personally much rather have a significant amount of knockback applied in that situation, ideally enough to prevent the player from having to manually reverse to get their kart out of an unfortunate corner wedge. Can anyone point me in the direction of what I'd need to change or where I would need to insert code in order to generate a suitable cartoony physics reaction when contacting a wall?