audeck

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I definitely see what you mean. What would make the most sense to me when trying to replicate the camera in question, would be framed follow mode, with the look...

> The Hollow Knight example is an interesting one. Wonder if that could be achieved by having a Lookahead Deceleration property that would then be set to 0, which is...

I've gone with "smoothing" instead of "speed" for controlling the offset. There is a `velocity_offset_smoothing_factor`, which just gets input into a `lerp` call. It _is_ getting applied before `follow_damping`, which...

> Not sure if a min_velocity is needed? If it had a minimum value, then it would always teleport that minimum distance, which I can't imagine would ever be desirable?...

As far as `min_velocity` goes, the concept is that the player moves at a velocity of, say, `v` (let's take into account only one axis for this). While `abs(v) <...

I won't pretend like I know what, how and most importantly why Cinemachine does all the things it does, so correct me if I'm wrong. Conceptually, cameras (and, by extension,...

@blai30 Fixed the repository's 2D dev scene for `4.3 dev6` with physics interpolation on [audeck/physics-interpolation-fix](https://github.com/audeck/phantom-camera/tree/physics-interpolation-fix) (don't mind the first commit). Basically, I changed the following: - Inside project settings (as...

> This code exists as a manual solution to the lawnjelly's smoothing-addon, so it likely interferes with the other setup. Yes. The built-in physics interpolation's inherent limitation is that it...

The original problem is simply that the `OptionButton` isn't styled as a dropdown, but rather more so as a button with an action ("No" as in "No, I don't want...

> Now we just need the same interpolation to come to 3D 😉 godotengine/godot#92391