C++ Gameplay Mechanics: Bouncing Platforms - CRYENGINE Summer Academy S1E6/A - [Tutorial]

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In Episode 6A, Joshua builds on explaining how you can create falling platforms in Episode 6 by showing you how to code bouncing platforms. Using Entity Area Events, amongst other techniques, you’ll learn how to enable a player to jump on a surface and fly through the air.

00:00 Intro
01:54 Adding Physics Post Step Event
02:18 Creating Useful Variables
03:02 Exposing New Cvars
04:22 Implementing The Physics Post Step
05:15 Get Living Status
05:45 Getting The Surface Type
07:42 Bounce Logic
11:00 Changing the Physicalize
13:26 Testing
14:05 Outro

Make sure to bookmark the Playlist to keep up-to-date and check out the previous episodes to learn even more from the CRYENGINE Summer Academy 2021:

This is an extra episode in our coding tutorial mini-series presented by Support Engineer Joshua Nuttall. These step-by-step tutorials use Visual Studio and CRYENGINE and assume that you have a basic understanding of C++ programming. In case you missed the previous episodes, we recommend that you catch up with the previous episodes in this mini-series:

#cpp #gamemechanics #cryengine
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With two additional mechanics being introduced in two follow-up videos you can watch right here:

cryengine
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I love this one! hugee thanks.. in my opinion 15 minutes tutorial is best than longer than it. keep up the good work guys !

asntech
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Do you also have a guide for building skyscrapers or a whole city with physics, mechanics include ?

bluebird
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Cool, thank you. But where could we learn something about physics post-step and where it will be executed: in the physical thread or in the main thread?

namba_one
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OK I have questions
- Why implement the bouncing logic on the player rather than on the platform?
- Wouldn't a bouncingPlatform object that applies an impulse to colliding entities be more flexible? (Easy to apply to other entity types or to change the impulse direction or strength) Maybe that's how the bounciness material property works under the hood?
- Josh mentioned that there are a lot of parameters for different materials - this video suggests that these parameters are not implemented by default (eg we have to add bounciness logic to the player for the player to be able to interact with the bounciness material parameter); is this a correct assessment?
- Doesn't this mean that if we want an entity to bounce on a material that we need to implement the bouncing logic on each entity individually?

It's a great tutorial and, after watching it twice, it makes a lot of sense and is pretty simple to implement. I'm just curious about some of the design decisions behind how it's constructed.

pufthemajicdragon
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I Want to get this Project Assets for learn more easy .

杨帅-xj