- Use 4× MSAA for a better visual appearance.
- Use "3D Without Effects" framebuffer allocation when possible
for better performance.
- Disable Glow in the 3D Kinematic Character demo for better
performance. Increase the DirectionalLight strength to compensate.
- Use a non-linear attenuation for the OmniLight in the
Window Management demo (and increase its range to compensate).
This makes demos render correctly on hiDPI displays,
while also demonstrating how to handle multiple resolutions.
The 3D in 2D demo now uses "3D No-Effects" for the 3D viewport,
which is faster to render. Thanks to this, 4× MSAA is now enabled
for a better result.
The background loading demo now uses mipmaps for better-looking images.
The material testers demo now samples mouse input in a
resolution-independent manner when panning.
Default clear colors were also changed in some projects for visual
consistency with the project's theme.
Importing ETC2 textures is slow and requires a lot of RAM, so it
makes sense to disable it. Those who would like to run the demo
on mobile platforms can re-enable it in the Project Settings.
Noticed a lot of error spat out because of unnormalized basis.
I simply followed the suggestion to use get_rotation_quat() instead of using constructor of Quat(x).
Gravity vector is zero in the first few frames, leading to errors in follow-up calculations expecting a normalized vector. Fixed by assigning a default gravity in case those cases.
Value fwd_mps converts global velocity into a velocity vector which is rotated to cars local coordinate system (in this example x-axis).
Then if key "ui_down" is pressed and the fwd_mps value is greater or equal to -1 (which seems to be very good spot and represents car still moving forward but nearly standing still) the car reverses (negative engine_force_value). If this condition isn't met (which means the car is moving forward) then the car brakes.
Tested and working on Godot 3.1 Beta 3.
Suggestions:
In this case, if you want something more realistic, the -engine_force_value can be much lower because no car reverses in same speed as it goes forward but for the sake of demo project I left it as it is.
Created for my own project with help of user wombatstampede from godotdevelopers.org/forum
A vertical FOV of 74 degrees is roughly equivalent to a 90 degree
horizontal FOV on a 4:3 display (~106.26 degrees on 16:9), which
is the typical default FOV used in PC games.
I think these issues are due to different calculations in the Bullet
Physics system. This fixes the vibration and roll, but additional
settings on the suspension also should be looked into.