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Quake like movement
Hey all!
I'd like to ask if anyone could help me get started creating a movement/physics script for my game like quake 3's. Quake 3 is opensource now so I went through the code but I don't understand how it works (i dont code in C).
I think this is the file that has to be looked into, im not sure what in it's dependancies: bg_pmove.c from quake 3
I also found this (and this) mathematical description of the behavior.
A video of the movement in question. I hope someone can help me get started with this! Thanks
While all the theory is fascinating, is this very different from Unity's standard character controller? Have you made a simple project using the First Person Character Controller? Here is a quick tutorial on terrain and the controller : http://cgcookie.com/unity/2011/12/05/introduction-to-character-controllers/
Then you can add this crouch and run script by Aldo (Edited 2 version) : http://answers.unity3d.com/questions/164638/how-to-make-the-fps-character-controller-run-and-c.html
@alucardj yes and i've got multiplayer working too (sortof, but i'll figur that out) as well as some weapons, the only problem I'm facing is the actual movement that doesn't satisfy me, atm I have Painkiller-like movement (massive aircontrol, turn 180 degrees without losing momentum)
Isn't the original quake's movement the same as any other fps's except you move really quickly and can jump higher? The only other thing that I can think of is that the gun is in the center of the screen ins$$anonymous$$d of on the right side.
@Blasfemmy it's quite different I suppose, here's a vid to showcase that http://www.youtube.com/watch?v=S-H2b$$anonymous$$c$$anonymous$$U$$anonymous$$s skip to 3:15
There are some rigidbody character controller scripts on the UnifyCommunity 'site. $$anonymous$$aybe something there will be adaptable to your physics needs. Though personally after watching that video, all the augmented movement being added by the extra player inputs seems to be cheating (if I exert more forces while in the air or twisting the torso, how can that propel me more forward than a dedicated forward movement with no other force exerted?) :
http://wiki.unity3d.com/index.php/RigidbodyFPSWalker
Answer by RFDaemoniac · Mar 03, 2014 at 06:56 PM
This isn't exactly like quake tournament specs but it's pretty good.
http://torahhorse.com/first-person-drifter-controller-for-unity3d
To all the people saying: "why don't you just make this and then ask for help?" The set of quake movement controls is a pretty well standardized affair (google CPMA for reference).
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