#gamedev #bevy #rustlang
Creating a physics based character controller with procedural animations has been a long time desire of mine ever since I first got into game development. Up until now, I haven't had the knowledge or experience to replicate softbody physics or ragdoll physics without external help. Today, I'll be stitching together an active ragdoll character controller with the Bevy game engine and the Rust programming language completely from scratch without an external physics engine. I'll be doing this with the power of spring joints and shape matching as well as bevy's elegant entity component system which makes the process much simpler than other approaches. This ragdoll controller can be used in my future games as I made the character able to be customized inside of the tiled tilemap editor and the individual spring joints also able to be moved. Just a disclaimer though that the current iteration of this project does still have a few flaws which need to be ironed out and the approach can also be changed to be more robust which is why I won't be releasing the source code for this project yet. If I get the chance to work on this project again in the future I'll be sure to polish it up to release quality on my github.
Coding Active Ragdolls with Bevy & Rust
Join my Discord!
/ discord
Timestamps
0:00 - Intro
0:46 - Demo Scene Setup
1:10 - Tilemap Collider/Greedy "Meshing"
2:30 - Ragdoll in Tiled
3:17 - Point Mass Collision Detection
4:16 - Spring Joints
5:21 - Spring Constraints/Shape Matching
7:03 - Fixed Update vs Frame Update
7:11 - Player Movement Controller
8:40 - Spring Joint Sprite Renderer
9:03 - Grappling Gun & More Ragdoll Joints
Music Used
Adventure Board - Toby Fox
Link: • 06. Adventure Board (DELTARUNE Chapter 3+4...
Marshmellow - Lukrembo
Link : • lukrembo - marshmallow
Biscuit - Lukrembo
Link : • lukrembo - biscuit
Better Days - LAKEY INSPIRED
Link : • LAKEY INSPIRED - Better Days