Archive:
Ha, so I was slightly over-confident with my custom character controller, last week. Once I added the jump in, and was properly able to test the edge cases, not only did I find a load more things that I’d not considered, but I realised Me No Do Math Too Good.
Much code has been stepped through. Many vectors have been abused. Numbers have been modulo’d. But progress has been good!
I’ve got two things left to fix, both of which should be fairly simple to batter through next week. So much so, I started putting the animations in. I’m not going to be able to get away with the simple stuff that I did in 2umo, cos Gilby’s going to need a bit of character, but I’ve the basics in and I’ll improve it as I go.
I was trying to think when the last time I wrote a 100% bespoke character controller was, and I think it must have been a decade or more. UE’s stuff is fantastic, but rolling your own is a really fun thing to do. Lots of little details, that are satisfying to tick off.
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Source Code:
I'm slowly open sourcing as much of my code as possible. It's not generic — it was all written for a specific use-case, for specific games — but it could be useful, and it might spark a few ideas:
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