This is probably old problem, but I don't know what cause these.
1. When jump rapidly while moving character will often got a speed burst when jumping again.
2.When moving very fast speed on small slope that is can't be move up normally, character will try to 'climb' and slide back down, but will get a huge speed burst and not snap to the ground if able to climb that slope.
However, I can fix first problem adding extra 'onGround' checking though. Did ctrl.update() forget to check for onGround() before jumping?
Code:
input.jump=Kb.bp(KB_J)*ctrl.onGround()*3.5f;
The second problem however, is the main problem
I think the problem coming from climbing over 'ctrl_ground_slope' (as see from first 2 second, where it try to climb then slide back down, before I add extra move speed enough to climb over that slope and get burst forward, and not snapping on the ground).
This even more noticeable if jump near or into the slope on high speed.
Is there a way to prevent these? I think make a character snapped to the ground is enough?
Sorry for letterbox video/GUI, I messed up record.
(This post was last modified: 01-15-2016 05:42 PM by SamNainocard.)
Right now I'm busy with working on other things (Windows Universal App / Phone support), so the best bet would be to play around with the engine source code.
void Controller::update(C Vec &velocity, Bool crouch, Flt jump) https://github.com/Esenthel/EsenthelEngi...roller.cpp