P-152: Virtual World Concept Update 149: Planet-sized Terrain: Part 28
I have modified my code to solve the camera jitter problem, and I have made changes to the way I apply gravity to the player, both of which have solved many of the remaining issues with this 3D Gravity/Orientation feature.
When the player is standing on the terrain, I am now using the terrains “contact normal” to produce the gravity vector. This seems to prevent the player from being pulled towards the exact center of the plane, and instead, simply pulls them directly towards the ground, which is what I want to happen.
I now have just two remaining problems.
The first problem is that the camera, for some reason, moves on it’s own along the z-axis, towards a point along the y axis of the player. I will need to track down and isolate exactly what causes this.
The second issue is that even though the player can now walk all around the cube using the existing gravity code, as their orientation changes, the controls move the player in different directions. For example, pressing the forward key moves the player forward when the Z-axis is up, but when the player rotates, the forward key may move them left or right.
I will need to compensate for the new 3D player orientation to solve this, hopefully it will not be too difficult.

05/08/2016 , 07:27:08 PM
Torque 3D MIT – P152
