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featurelog.md

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New Features

(2024-1-1) EcctrlMode:

  • Now you can seamlessly switch between different modes by adding "mode" inside Ecctrl.

<Ecctrl mode="PointToMove">

  • "PointToMove" mode is designed for click-to-move or path following features. (no needs for keyboard controls)
import { useGame } from 'ecctrl'
// ...
const setMoveToPoint = useGame((state) => state.setMoveToPoint)
// ...
// call function setMoveToPoint(), whenever character needs to move
setMoveToPoint(point) // "point" is a vec3 value 

screenshot

(2023-11-18) EcctrlJoystick:

  • Ecctrl now supports touch screen control!

  • You can easily import and use the built-in 3D joystick. (note: place EcctrlJoystick outside of the canvas component)

import Ecctrl, {EcctrlJoystick} from 'ecctrl'
//...
  <EcctrlJoystick />
  <Canvas>
    {/* ... */}
  </Canvas>
//...
  • For more detailed settings, including lights, materials, and textures, please refer to the following sections.

  • Additionally, I've prepared a simple Ecctrl CodeSandbox for online testing and demostration.

  • Also, here is another Ecctrl CodeSandbox showcasing character animation functionality.

screenshot

(2023-10-02) Pmndrs/ecctrl & npm package:

  • The character controller now integrated with pmndrs/ecctrl

  • You can easily install the npm package using the following command:

npm install ecctrl

To get started, import Ecctrl and EcctrlAnimation, then wrap your character model within <Ecctrl>:

import Ecctrl, {EcctrlAnimation} from 'ecctrl'
...
  <Ecctrl>
    <CharacterModel/>
  </Ecctrl>
...
  • Additionally, I've prepared a simple Ecctrl CodeSandbox for online testing and demostration.

  • Also, here is another Ecctrl CodeSandbox showcasing character animation functionality.

screenshot

(2023-09-13) New Character & Physics Enhancements:

  • Incorporate 11 dynamic animations with new floating character, Uncle Pete

  • Implement action and reaction forces on frictionless floating platforms:

    • Platforms now move opposite to the character's moving direction (Having less impact on havier platforms)
    • Character also applies drag force (friction) to the standing platform
    • Character's free fall height now impacts on platform reaction forces
    • Add extra downward force upon character jumps for more realistic physics

    screenshot

(2023-08-28) Character Animations:

  • Incorporate 8 built-in dynamic animations (including 3 for jump actions)

  • Flexibility to add and personalize additional animations

  • Fine-tune slope angle's impact on jump direction (fully customizable)

  • Tailor the rejection velocity for sudden changes in movement direction (fully customizable)

    screenshot

(2023-08-10) Camera Enhancement:

  • Collision detection
  • Zoom in/out capability
  • Expanded movement range
  • Improved tracking smoothness

(2023-07-27) Character Auto Balance:

  • Character tilts forward/backward while in motion
  • Automatically returns to upright position after a hit or attack
  • Stability customization: Users can fine-tune the balance sensitivity to match their gameplay style