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Movement Controller Intermittent Physics Issues + Slope Handling Problems
Josh replied to vega's topic in Bug Reports
You don't need to do any more testing for now. I found where the problem is, but I don't see why it is happening yet. Will continue work on this tomorrow. -
Movement Controller Intermittent Physics Issues + Slope Handling Problems
vega replied to vega's topic in Bug Reports
Can confirm that: - The smaller wedge is fine and does not produce issue 2. - If issue 1 occurs, both wedges break. - The wedge was created using the βCreateβ menu like normal, there shouldn't be anything special about it. Iβm not sure if this only happens with wedges, but i assume so. Will test this in an hour or so when i get on my PC. -
Movement Controller Intermittent Physics Issues + Slope Handling Problems
Josh replied to vega's topic in Bug Reports
This will take some more time to figure out... -
Yue started following SetOrder Widget?
- Yesterday
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Movement Controller Intermittent Physics Issues + Slope Handling Problems
Josh replied to vega's topic in Bug Reports
Is there anything special about the large wedge? Was it made using the carve tool? I tried creating a new wedge the exact same size, and that one works perfectly. If I step on your wedge, the player bounces up and down and I hear the footstep landing sound, but my own new wedge works fine. -
Movement Controller Intermittent Physics Issues + Slope Handling Problems
Josh replied to vega's topic in Bug Reports
Some strange things about this: It seems to happen only with wedge shapes. If one wedge shape fails, they both fail, always. A box shape in the same scene never fails. The player bounces up and down on large ramps, but a smaller ramp with the same shape has no problems. Is this consistent with what you have seen? I think the most likely explanation is the Newton physics convex hull class is calculating an erroneous bounding box. -
Movement Controller Intermittent Physics Issues + Slope Handling Problems
Josh replied to vega's topic in Bug Reports
Thanks for the detailed report, will investigate this... -
Stosha joined the community
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Michael T Moreno changed their profile photo
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Michael T Moreno joined the community
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htharker1 started following FPS Character Controller Oversights
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1. when crouching under an object or geometry, jumping causes the controller to pass through whatever is above them. Jumping shouldnβt be possible when crouching 2. Sprinting while crouching is possible when it obviously shouldnβt be. As funny as the idea is, it needs to be patched out. 3. The code ignores the crouching speed when crouching so the player moves at the same speed regardless of if crouching or not.
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vega changed their profile photo
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Hello, I've been running into some issues with the physics/movement controller and wanted to report them along with a reproducible example in hopes that we can get this fixed: Issue 1: Intermittent Physics Breakdown on Game Start Roughly every fifth or so launch of the game, the movement controller completely breaks down, and characters ignore or clip through walls and slopes. Restarting the game usually fixes it, but it keeps happening. Issue 2: Slope Handling Causes Ground State Flickering On moderately steep (but still walkable) slopes, like clipped stairs, the controller rapidly bounces between "on ground" and "in air" states. This causes jittery movement and breaks any logic that depends on a stable ground check. Steps to Reproduce: I've attached a stripped-down version of my project source code that demonstrates both issues. For Issue 1, you may need to restart the game a few times to trigger it. For issue two, just run the game and try to walk on the taller, steeper slope. Any insight or help would be greatly appreciated. Happy to provide more details if needed. Thanks! mesa - stripped.7z
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stan80s joined the community
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View File Deakon's mod Demo-Winter games 2025 A demo of a sandbox game I am working on Submitter deakon Submitted 01/18/2026 Category Games
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deakon started following Deakon's mod Demo-Winter games 2025
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Thank you for playing Mollenkoffee! I tried really hard to create a retro-style atmosphere with concise sound design, and Iβm glad you liked it. Regarding the character controller, I made a few small tweaks to the default FPSPlayer, and I feel it worked well for the kind of game I was trying to create.
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Mollenkoffee started following Penultimate Pyre
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Josh started following Winter Games Robot Concept
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mdgunn started following Penultimate Pyre , Winter Games Robot Concept and Escape from Vostorg
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Getting an error currently. I think you only uploaded a few minutes ago so you may well be fixing, but this is what I got. I think it's just standard stuff, not really your stuff but I suppose it should be packaged with the program by Leadwerks or maybe you'd need to point people at the right stuff. Dunno.
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View File Winter Games Robot Concept A short little player controller I made! It's just a controller for now, I whipped this up in a few days, and it was fun to learn! Submitter GarlicWaffle1 Submitted 01/18/2026 Category Games
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GarlicWaffle1 joined the community
- Last week
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View File [KoffeeKrew-Winter-Games-2025] Lyburnum "To lose a young life in these trying times is truly not an unheard-of thing." Here is a brief overview of the project. It is built using Leadwerks 5 and C++17. The code is open source and can be found here. While the repo is currently a mess, I plan to clean it up in the near future. This is my first project using Leadwerks, and I've learned a great deal over the past month. If you are having difficulty with the game, please refer to the calculations provided under the Assets section below, which may help you develop a more effective strategy. Note that these calculations are based on a single 12-hour search period. While no more than three survivors or three weapons can be found during a single search, it is possible to accumulate 30+ weapons and have four additional survivors in your party at one time. Additionally it is advisable to keep your barricade integrity above 50%, as there is a chance survivors may flee in fear if it drops below this threshold. Each survivor actively helps defend your barricade and increases the rate at which repairs are completed. This game is inspired by the Flash game The Last Stand. The project is still in active development, and there are several known bugs and placeholder assets currently in use. Enjoy, and thanks for checking out my game! Assets https://opengameart.org/content/ultimate-low-poly-guns About (Search for Weapons) First gun: 40% base + 5% per hour 1 hour = 45% 6 hours = 70% 12 hours = 100% (guaranteed) Second gun: 0% base + 3% per hour (only rolls if first gun found) 1 hour = 3% - 6 hours = 18% 12 hours = 36% Third gun: 0% base + 1.5% per hour (only rolls if second gun found) 1 hour = 1.5% 6 hours = 9% 12 hours = 18% About (Search for Survivors) 1st survivor: 15% base + 2%/hour = 39% max at 12 hours 2nd survivor: 0% base + 1%/hour = 12% max at 12 hours 3rd survivor: 0% base + 0.3%/hour = 3.6% max at 12 hours Submitter Mollenkoffee Submitted 01/18/2026 Category Games