Recently worked on a raycast suspension system which I then re-wrote and expanded on to allow for more configuration and different vehicles. Check out the video / game here:
youtube.com/watch?v=WIRBD5…roblox.com/games/17229187…
@Vamonoz4 It’s hard if you only have one dev. If you have multiple devs, let one dev work on the big feature (battle pass, etc), and the rest of the devs work on the smaller weekly updates.
rant warning:
the hardest part about trying to continue to run a game with a lot of players: the main way you will maintain players is by adding big concepts like battle passes, etc.
these things take so much time and now that our players are used to us putting an update out every 1-2 weeks we are kinda getting stuck because we have set somewhat unreasonable expectations for smart long-term moves
do any other developers have a solution to this and if so, what should we do?
@plasma_node My terminology is iffy, but essentially I’m just referring to the practice of creating a bigger thing from smaller core components.
Cross referencing should never happen, anything that needs two-way communication should do so through a shared middleware dependency.
I’ve found that you really don’t need Knit to make a decent codebase. There’s a lot of devs who keep trying to use Lua like an object oriented language with static cross dependency instead of doing data composition.
@sleitnick Do you know anything about how Roblox calculates those forces? I’m curious if it would fly differently with a modeled airfoil/wing rather than parts
Playing around with Roblox's aerodynamics! This is NOT using my airfoil module. I did add some control logic for flight stability, but raw control surface input is pretty stable still. I'm just actuating control surfaces and applying forward velocity! #RobloxDev