Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Wind fixes and swimming updates #2793

Draft
wants to merge 21 commits into
base: master
Choose a base branch
from

Conversation

biggeryetbetter
Copy link
Contributor

Done:

  • Player is not slowed down when they work with wind.
  • Most flying enemies act as expected with wind.

Todo:

  • "Current" variant of wind.

Previously players were slowed down when moving in the same direction as
wind when its velocity was particularly low.
`add_wind_velocity` was ported from `Badguy` to the `Player` class to
fix this.
* Darts, kamikaze snowballs and owls stop moving vertically after exiting wind
* Zeeklings abort a dive if they are stopped by strong enough wind.

For Flying Snowballs:
* Velocity is now calculated based on the previous target height to
avoid snapping when pushed away from their start position
* They can be pushed upwards or downwards
* When pushed sideways, damping keeps them from floating away forever
@mrkubax10 mrkubax10 added involves:functionality status:in-progress Progress has been done, but more is intended be done category:code type:bugfix Pull Requests that fix bugs. labels Feb 22, 2024
@Rusty-Box
Copy link
Member

A issue that does still persist is that when the wind is set to values (I believe) below Tux max. walk/run speed, Tux will not be moved by the wind when standing still, stuck in his run animation.

Also, I feel that wind should always affect things when they are in their zone. Right now if you don't jump it will not affect you at all, even though you are clearly inside the wind zone.

wind.mp4

- "Current" variant of wind that blows bubbles and does not affect Dive
Mines.
- Players now have an `m_wind_velocity` variable that is applied only
after calculating other player physics. This fixes several unwanted
behaviors related to Tux and wind.
@biggeryetbetter
Copy link
Contributor Author

I have made several changes to the wind physics process that seem to have fixed these behaviors. I've also added a prototype "current" that does not affect dive mines. I would like some clarification about what you mean in #2592:

You have better control within the current for better navigation and correcting

By this, do you mean faster acceleration/deceleration?

@Rusty-Box
Copy link
Member

So the thought behind the current was that (since it is underwater) it can be used to suck/push Tux into an area. However, Tux should be able to swim against the current if it is not too strong. Now that should probably apply to both the current and wind. Main difference is that the current type would have different particles (i.e. bubbles) to better fit the aquatic theme.

@Rusty-Box
Copy link
Member

Somethig I noticed with the "Current". It is very hard to fight it. Especially with an acceleration of 100. You would expect setting the speed of wind lower than Tux's swim/boost speed, he'd still be able to slowly go against the current. However, I seemingly get force-halted by the current even thought techincally Tux should still be able to swim through (obviously slower). It lets me swim for a short moment before halting all my progress, even when oosting which is moves very fast! Even with an acceleration of 10.

current_wip_issue.mp4

Also, make sure to have the "Current" particles fade out rather than suddenly disappearing in an instant.

@Rusty-Box
Copy link
Member

I would not be suprised if something similar applies to the normal wind as well

@biggeryetbetter
Copy link
Contributor Author

I'm admittedly a bit stuck on this issue. While the normal wind seems to be working correctly, it seems that in water, the acceleration from current is still vastly overpowering that from swimming. Unfortunately I'm not really sure how to fix that without also altering how swimming works- any ideas would be appreciated.

@Rusty-Box
Copy link
Member

Unfortunately I'm not really sure how to fix that without also altering how swimming works- any ideas would be appreciated.

Altering swimming in what way? Swimming is still a fairly "unpolished" mechanic so alterations are still legitimate as long as they improve it. So depending on how would have to alter it, you might be able to go through with it.

Swimming now works on velocity rather than acceleration, which
previously caused odd behavior with regard to swimming through wind.

Further tweaking may be needed but should hopefully be easier to do.
@biggeryetbetter
Copy link
Contributor Author

Alright, I've tried tweaking swimming to actually work with wind. Let me know what you think. Boosting in particular seems to sometimes create large radii on turns which might need to be fixed.

Also, how can I make the water bubbles fade out?

@Rusty-Box
Copy link
Member

Found a couple bugs:

  • Walking through wind and standing, Tux gets pushed much weaker as when he jumps afterwards
inconsistent_wind_push.mp4
  • When underwater Tux will attempt to always move left when letting go of the directional keys.
swim_bug.mp4
  • At higher acceleration, around 100 (default value) but also noticeable aroud 50, Tux begins kinda jittering in a current and also somewhat stop an go when at higher speed wind
wind_current_jitter.mp4

It also seems that the wind affect Tux statically, i.e. instead of his speed accelerating or decelerating "smoothly" it changes instantly. Atleast that's how it felt to me. It should ease into the new faster/slower speed to make the transition more smooth. This seems to apply to both wind and current, if that is truly what is happening, maybe I'm mistaken here.

@biggeryetbetter
Copy link
Contributor Author

I can confirm the first and third bugs but I'm not able to recreate the second one. Can you upload the setup that is shown in the video?

Another bug: Pressing the down arrow rapidly while moving into fast wind somehow allows you to go through easier. This is caused by some stuff around line 1586 of player.cpp and I don't know what they are supposed to do so I won't touch them.

@Rusty-Box
Copy link
Member

Can you upload the setup that is shown in the video?

This is the level I tested and discovered that bug:

wind_test_level.zip

The `apply_friction` function previously caused tux to swim constantly to
one direction due to it adding acceleration under the assumption that
tux was walking. Swimming-specific friction logic has also been moved to the function.
Wind now has a configurable variable that allows for feathering of the
strength of wind. This is intended to make the transition into wind
smoother.

Fixed a logic error where all enemies would only be affected by current,
not normal wind.
@Rusty-Box
Copy link
Member

More bugs I found:

  • Buttjumping in downwards moving wind breaks the animation, i.e. Tux gets stuck in his buttjump an/or stomp animation after touching the ground.
  • Tux cannot duck when in wind that goes downwards

@Rusty-Box
Copy link
Member

I also noticed that when you swim in the Current and you move in the direction it goes, you kinda seem to break the speed at which it is pushing you, like you get a bit slower than when you just get pushed without moving yourself. This might also apply to normal wind. Not sure on that. I usually notice it best while swimming.

@Rusty-Box
Copy link
Member

Okay I keep finding many more bugs - sry 'bout that :D

So apparently, Dive Mine is still affected by currents but also when they leave the current/wind area they keep on going, never stopping. Also getting pushed underwater is still somewhat jittery. Feathering help a little bit but overall needs a much higher value than normal wind to be smoothed out fully, for the most part.

Speaking of feathering, so idk if I fully get what it does specifically but the best values I've seen with it seems to be around 350? Can shed some more light on what it does exactly because with default value of 16 it looks horribly jittery

Previously, acceleration was calculated completely incorrectly which
resulted in excessively high accelerations within wind areas.

Dive mines also no longer are pushed by wind.
@biggeryetbetter
Copy link
Contributor Author

Don't worry; that's what open-source is all about. I haven't done a particularly good job testing each change, to be honest.

Also, the way feathering works is that it calculates how far the center of your hitbox is from the edge of the wind area (in pixels), then divides it by the feathering distance and clamps it between 0 and 1. It wasn't introduced to fix the jittering (that is caused by friction) but rather the fact that tux would keep "bouncing" off the edge of strong wind instead of pushing up against it like you might expect.

My main problem with how it works right now is that if you put wind in a tunnel, like in the test level you showed previously, the top and bottom edges of the wind will have feathering, even though this makes no sense inside a tunnel.

Also, I found out that I was calculating m_wind_velocity (should actually be m_wind_acceleration) completely wrong which seems to have been what was going on when you said

It is very hard to fight it. Especially with an acceleration of 100. You would expect setting the speed of wind lower than Tux's swim/boost speed, he'd still be able to slowly go against the current.

I will keep attacking these issues and hopefully we can get this to work soon!

@Rusty-Box
Copy link
Member

Any further progress on this? Just checking :)

@biggeryetbetter
Copy link
Contributor Author

Not really as I have again been busy with other things. It seems like the cause of the weird jittering bug is that wind only collides with tux every few game ticks and adds velocity, in between which, friction causes tux to suddenly slow down. That is what I have been stuck on currently.

* `CollisionObject` now keeps track of colliding wind areas each frame
* Wind now interpolates its applied velocity 50:50 each frame to prevent
Tux from jittering
* Tux will not skid constantly in wind
* Tux has higher turning acceleration in wind to give him a bit more
control
@biggeryetbetter
Copy link
Contributor Author

Alright I think I got the jittering issue fixed finally... Sorry that took awhile. Let me know what you think and of any bugs you find.

biggeryetbetter and others added 5 commits May 24, 2024 09:32
* Wind acceleration is now integrated with `dt_sec`
* Wind acceleration to the player is now smoother and is more consistent
with established accelerations such as gravity.
* Snappier movement when swimming in current at the cost of some
physical consistency
* Friction modified slightly
* Tux can skid in wind again but will not make the noise because it was
annoying.
* Most badguys now should be pushed around by wind like expected.
* All badguys for which it makes sense can interact and be pushed by
wind
* Wind interaction logic put in seperate functions
* Fixed many member variable names in `src/object/rock.hpp` to conform
to the style guide
@biggeryetbetter
Copy link
Contributor Author

I've been procrastinating on this a lot but I have finally gotten around to letting the vast majority of badguys interact with wind. I have not done this for ice crushers and ghouls because I'm not sure if that is desired.
Unfortunately, due to changes in how strong acceleration is, levels like "A Leaf In the Wind" will be broken with wind in its current state; the "acceleration" option will need to be cranked up quite a bit. Wind is however much more consistent with other sources of acceleration such as gravity, which is 1000 px/s^2 by default and can be mostly negated by using a wind object pointed upwards with an acceleration of 1000. For this reason I would personally recommend that levels simply be updated. Let me know what you think about this and the icecrushers/ghouls.

@Rusty-Box
Copy link
Member

I have not done this for ice crushers and ghouls because I'm not sure if that is desired.

Sounds fine. Ghoul is a ghost so makes sense they are not affected really and Crushers don't really need it. At best have them fall slower wind etc but its not too essential.

Unfortunately, due to changes in how strong acceleration is, levels like "A Leaf In the Wind" will be broken with wind in its current state; the "acceleration" option will need to be cranked up quite a bit.

Totally fine. Levelshave been fully remade from scratch for the next update thus will take this changes into account.

I will do further and more proper testing as soon as possible! Thank you for all this effort btw. :)

Copy link
Member

@weluvgoatz weluvgoatz left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

  1. While I do like the swimming changes, please clarify them more verbosely next time (such as in the title or description of PR) because this changes Tux's swimming in a pretty big way.
  2. The wind/current seems to not really work. Okay, well, to be exact, it barely works. I literally have to set the acceleration to 100,000 in order for it to replicate what a previous value of 100 would do. I understand why it was made this way but it breaks a bunch of current levels, so it would be appreciated if something could be done to more closely align with the current design so that fewer levels break.

@weluvgoatz weluvgoatz changed the title Wind fixes Wind fixes and swimming updates Aug 3, 2024
* Tux's acceleration is not as aggressive.
* Tux will not plow through wind when swimming regardless of its power.
* Tux experiences more friction when he is not pointing where he is
going.
@Rusty-Box
Copy link
Member

Swimming feels now quite heavy. Not the worst thing in the world, I definitely don't hate the idea. Anyway, back to wind:

There still persists the issue that when getting pushed by wind and Tux standing on the ground he is getting pushed much weaker than when you are mid-air which feels rather off. I also agree with Daniel that the acceleration is quite weird as well. To get a descend upwards wind I had to set it to 2000, for example. Downward facing wind meanwhile doesn't seem to have any effect on you at all, even at 2000 acceleration.

Wind was integrated into the `Physic` class, meaning it can be accessed in the same manner as object velocity and acceleration.

Signed-off-by: biggeryetbetter <[email protected]>
@biggeryetbetter
Copy link
Contributor Author

I've made a change that was suggested by @MatusGuy in Discord a month or so back which was to put wind logic with the Physic class. Team members should let me know what they think.

There still persists the issue that when getting pushed by wind and Tux standing on the ground he is getting pushed much weaker than when you are mid-air which feels rather off.

To be honest, I'm not really sure how to fix this. I would say just keep it as a sidenote for now.

I also agree with Daniel that the acceleration is quite weird as well. To get a descend upwards wind I had to set it to 2000, for example. Downward facing wind meanwhile doesn't seem to have any effect on you at all, even at 2000 acceleration.

I can understand this, however it aligns much better with how physical values like speed and acceleration are handled within the code. Nonetheless we do already multiply sector gravity by 100 in the Physic class, so I decided to apply the same logic to wind. Levels like A Leaf In the Wind sort of work like they used to.

@Rusty-Box
Copy link
Member

Could you please resolve the merge conflicts on the PR so we can get builds for testing?

@Rusty-Box
Copy link
Member

Rusty-Box commented Oct 27, 2024

Swimming has gotten rather worse here, or rather swim boosting. It is very sluggish now, you can't build up speed anymore properly for swim jumping. I like how it eases into faster speeds but the execution isn't so great.

The max speed should be reached much faster but still ease into it, turning also needs to be made just a bit tighter. I'm also unable to push against currents of weaker strength when swim boosting even though technically Tux should be able to swim through. This might be linked to how slow you build up speed when boosting right now.

Slightly higher acceleration for normal swimming and much higher acceleration for boost swimming. Turning is a bit more sharp.
@MatusGuy
Copy link
Member

To be honest, I'm not really sure how to fix this.

Have you taken a look at the ground movement manager? It could possibly be related

@Rusty-Box
Copy link
Member

Swimming feels much better again. Still the issue of being unable to swim against a weaker currents is present but the rest seems great 👍

@Rusty-Box
Copy link
Member

Hold up, is Tux swim boost faster? I'm testing out some levels and he zoomin'. Maybe a bit too fast. It's like he keeps gaining speed underwater. I keep ramming into stuff :D

@swagtoy
Copy link

swagtoy commented Oct 30, 2024

I haven't tested this PR, nor do i like it's description, because I have a question regarding the swim updates. Is it directional? Meaning, does the turn still happen instantly or is there a bit of slowdown now when turning in the water?

I think an issue i've noticed with the old swimming is that turning is too easy, it's much like the frog suit in the mario games. I always wished there was some turnaround 'lag', where the player's turning is clamped to where they want to go (up, down, left, right). This creates an immersion of realistic swimming and also makes swimming feel more challenging (not just flying in midair sort-of)

Not to mention, I would really like if swimming wasn't as fast as it is now.

@Rusty-Box
Copy link
Member

I haven't tested this PR, nor do i like it's description, because I have a question regarding the swim updates. Is it directional? Meaning, does the turn still happen instantly or is there a bit of slowdown now when turning in the water?

With this PR turning has gotten a bit looser now, though Tux is rather fast which causes some issues. Especially while boosting.

Not to mention, I would really like if swimming wasn't as fast as it is now.

I wouldn't be against fine tuning a couple values here (as long as swim boosting remains on the faster side for swim jumping mostly) though not sure if required for this PR specically as the main focus is wind.

@swagtoy
Copy link

swagtoy commented Oct 31, 2024

With this PR turning has gotten a bit looser now, though Tux is rather fast which causes some issues. Especially while boosting.

Can you show a video of you turning?

@biggeryetbetter
Copy link
Contributor Author

Here you go:

2024-10-30.19-52-14.mp4

@Frostwithasideofsalt
Copy link
Member

One thing i wish would be added back to this pr's swimming is the ability to jump out of the water with a lot of speed after dropping into the water with a lot of speed.

as.mp4

it let to a lot of cool and fun speed-running opportunities. currently when you drop into water from a high place you just loose all your momentum. I dont feel like something like this is required for this PR, but it would be really nice if this got added to this Pr, because it would be a shame to see this go.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
category:code involves:functionality status:in-progress Progress has been done, but more is intended be done type:bugfix Pull Requests that fix bugs.
Projects
None yet
Development

Successfully merging this pull request may close these issues.

7 participants