Hey, everyone! So now that I have rudimentary platform movement set up, the next step is to improve it.
This week's primary goal is Pathed Shapes: to add support for physics shapes to move along more complex paths than simple velocity changes. This will mostly involve pulling the pathed objects code from MBPU over and porting it to engine code.
This week's secondary goal is Editing Infrastructure: to make sure that the level editor can be used to build levels with physics shapes in them. There are still a lot of things that can't be done properly with the physics (e.g. F7 doesn't yet actually drop the player at the camera). I'll have to make sure everything is in place so that physics objects can be placed, positioned, etc. from within the editor.
In other news: turns out my amazing fix for the physics doesn't really work most of the time. As such, I implemented a much more complex fix over this weekend. There are still a few issues, but they hopefully won't occur too often in the final game. If I (or testers) find that they're too much of an issue, I can resolve this then.
The stream should be up on YouTube sometime tomorrow.
Well, I technically spoke correctly--the stream will be up on YouTube within a couple of hours--but I'll have to edit it still before making it public. So it'll be available tomorrow!
@ProMarbler: long story short, there's a glitch in Bullet where two adjacent triangles in the same platform are treated as if they have a physical edge in between. I've come up with a fairly good fix for this, though there are still some issues.
Due to a family event, this week's stream will be held not this evening but tomorrow (Sat.) at 4 PM Central. I apologize for those of you who have 4th plans, but hey, it'll be up on YouTube soon enough!