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Thanks for trying! What bugs me about the camera is not everyone has this bug. It works perfectly for some, and has this bug for others.

The way I have my raycasts shouldn’t cause that. They start from player and go backwards, and don’t change with the camera, just output a value (which the camera uses to position itself. The raycasts are not even aware of the camera. So they should give a stable constant value. I have no idea what is causing this

(+1)

Indeed, I just tested Cyber Lancer (also Godot in 3D) and got a similar staggering issue, but when moving sideways. And nobody else mentioned it in the comments. I suspect a different framerate on different machines (GPU, esp. under Linux) causing some checks to be later than others? Or it could be a super low-level issue with the buffer where it shows intermediate frames it’s not supposed to, but that goes out of my jurisdiction of gameplay programmer.