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I'm trying to make a 3d flight controller with a more arcade feel (think Ace Combat or Rogue Squadron). I'm somewhat new to working in 3d in Godot though and I don't really understand what methods I should be using to achieve this.

I want up and down to control pitch and left and right to be something of a hybrid roll/yaw. I'm setting direction to -transform.basis.z and multiplying that by speed, but when I use rotate_x() with the pitch, the plane itself rotates, but I only move flatly across the world plane rather than climbing up or down as I'm attempting to achieve.

What am I missing here?

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[-] jwlgowi 4 points 1 year ago* (last edited 1 year ago)

(Not op, just an example)

I don’t know an optimal answer here. I see various discussions online about flight control variants. However, here is a simple example I set up out of curiosity. Maybe useful? I’d like to hear about what you end up with.

Project code at: https://github.com/pipehat/godot41_flight_controller_example

————————————

plane controller script:


extends CharacterBody3D

var print_delay = 1
var next_print = 0
const SPEED_MPS = 500

func _physics_process(delta):
	var input_dir = Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
	
	if next_print <= 0:
		print(input_dir)
		print("-z: ", -transform.basis.z)
		next_print = print_delay
	else:
		next_print -= delta
	
	var roll = -input_dir[0]
	var pitch = input_dir[1]
	
	rotate(transform.basis.z, roll * delta)
	rotate(transform.basis.x, pitch  * delta)

	velocity = -transform.basis.z * SPEED_MPS * delta
	move_and_slide()

[-] Rodeo@lemmy.ca 1 points 1 year ago

Where is the call to move_and_collide? There's no code here that will translate the position.

[-] jwlgowi 1 points 1 year ago* (last edited 1 year ago)

True. Just showing roll and pitch. This is not op’s code… oh perhaps that’s the thing op really needs to see though? I’ll update the example to show it…

[-] Rodeo@lemmy.ca 1 points 1 year ago

Oh my bad I mistook you for op.

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this post was submitted on 20 Aug 2023
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