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Scale animation speed off frame rate + fix player y positioning #196

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merged 3 commits into from
Jun 4, 2024

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dmin12
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@dmin12 dmin12 commented Jun 4, 2024

Changes the animation update speed to match the frame rate. More accurately, it updates the animation based on the time between calls to geometryPass inside Client.

Also includes a fix to player model and camera height by subtracting by half of the model height, which puts player models on the ground and moves the camera to the correct eye position.

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@Tyler-Lentz Tyler-Lentz left a comment

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thanks for the fps fix, this is ready to merge but i also think we might want to tune the player model size a bit because although the current eye height does match the model it feels kind of out of proportion with the rest of the maze

messing around with some values I changed player eye height to 3.35 and increased the scaling to .0040 and I think it feels more normal, but idk if that is handling the bounding box right.

maybe other people can play around with it and find values that they also think feel right?

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I fixed the sizing issue in the start animation branch, so i will merge that in right after this

@Tyler-Lentz Tyler-Lentz merged commit 3d587c6 into dev Jun 4, 2024
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@Tyler-Lentz Tyler-Lentz deleted the fix/animation-speed branch June 4, 2024 16:42
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2 participants