this post was submitted on 22 May 2026
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[–] sp3ctr4l@lemmy.dbzer0.com 2 points 1 day ago* (last edited 1 day ago) (1 children)

I'm gonna do the thing, I just want everyone to know that I am aware I am doing the thing.

Fucking general recommened default set up for a character controller in Godot.

If you want to actually have responsive character physics and collisions, in 3d, the way most people tell you to do it is wrong.

You want to base it off of a RigidBody3D, not a CharacterBody3D.

CharacterBody3D works if you are doing a simpler, more arcady, platformer type game.

It does not work well if you want more complex/interactive/ragdoll-like physics between the character and their environment, such as dynamj inverse/reactive animations, where say a box is thrown at a character, or a character runs into a wall, or a character's own momentum would dynamically affect their animation and movement.

Now sure, most people probably aren't trying to create something approximating MGSV or SplinterCell or Euphoria style character controller systems.

But some people are.

... at least I'm not inventing my own entire game engine.

the deepest part of godot source code I've ever worked on is just compiling export template, managed to reduce android apk size from 34 mb to 11 mb. but it's an UI (Controls node) only app