Movement
I can only really turn left and right, but can't move forward or back. I know you haven't really looked at this but I would appreciate some help.
I have exactly the same problem and do not know why it is here...
I apologize to the non-response @Bitblaxe and @cloud-worm. Life has been hectic, however there has been some improvements going on in the Godot Engine:
There is progress of the implementation of Barycentric Coordinates through this pull request: https://github.com/godotengine/godot/pull/71233
It was how objects was able to rotate based on raycast collision on the tri-mesh normals of objects. Once it gets implemented I'll be able to find a way to improve the demo project.
Truth be told I'm going to be scrapping and redo-ing the project from the ground up using Godot 4.0 and above once this the pull-request is merged and live on future Godot Updates.
Which will also include improved controls.
Is there a projected date for this new demo project? I'm trying something similar in 4.0 but I can't manage to get the car to 'stick' to the track like in f zero.
@DriftWare07, there has been some new development with 4.2 recently. Mostly with the implementation of Barycentric Coordinates:
https://github.com/godotengine/godot/pull/71233
which is also inspired by this video: https://youtu.be/UhJUn3vyPx8?si=8q6fN15TTR2OPtRa
Im still trying to figure out a way to get barycentric coordinates to work since its in the pre-release dev 4.2
was thinking of redoing the project from scratch that will make use of Barycentric Coordinates.
Restarting from scratch isn't what anybody wants to hear but its probably for the best
In the end @DriftWare07, it’s not so much we want to make the car stick to the ground or wall but re-angle the vehicle based on the poly-face(tri-mesh) normals, so then the z-axis basis (up or down) falls toward that direction
hence the Barycentric coordinates
I've also tried to do this with collision normals but i can't get it to work right