Day 2 - Physics Stuckage


Today was head-scratching-day. There's very little progress to write about today. I'm not interested in writing in-depth about Godot's KinematicBody2D node, so I'll keep it short. After having spent the first half unsuccessfully attempting to make the momentum wheel spin and bring the player along, I created another project dedicated solely to figuring out how KinematicBody2D's react to collisions with one another. Turns out that it was what I should've done from the start since the results truly made me realize that I had been thinking in terms of Gamemaker this whole time.

Physics bodies are not actually being moved immediately, despite their position updating meaning: If you have two kinematic bodies, one moving into the other,  then you cannot get away with moving one out of the other and keep on moving using the remainder vector. The damage has been done to the moving node's velocity and the result is an unsightly stutter. A different approach should have been taken from the start (e.g. sync_to_physics).


I'm not familiar enough with RigidBody2D, its KinematicBody movement mode, and _integrate_physics() to be able to say if it could have solved my problem. Maybe it could have. But, a major challenge of working on a tight schedule is knowing when to stick to your guns and when to research the creation of new ones. This time I stuck to my KinematicBody2D-shaped guns hard, but at the end of the day I still ended up with some newfound insight.

Its a bit scary ending day 2 with little to no progress to show for, but that's just how it is. If tomorrow is beginning to look the same as today then I'll consider changing my course much earlier than I did today. That was the lesson I took away from this.

See ya on day 3

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