- Видео 6
- Просмотров 5 804
Simon Galasso
Добавлен 2 ноя 2011
SIV - EPSILON 8 (MA, WO, Vrille, SAT...)
Second SIV chez Les Passagers du Vent avec David Eyraud
00:00 Décro. marche arrière
01:02 Décro. asymétrique
01:24 Vrille
02:08 Wing-over
05:33 SAT
07:12 Parachutale aux freins
00:00 Décro. marche arrière
01:02 Décro. asymétrique
01:24 Vrille
02:08 Wing-over
05:33 SAT
07:12 Parachutale aux freins
Просмотров: 337
Видео
SIV à Annecy - Koyot 4 (360, Autorot, Marche arrière, Vrille, SAT, Vrille oreille, Wing-over)
Просмотров 2,7 тыс.3 года назад
Premier SIV sous une Koyot4 chez Les Passagers du Vent avec David Eyraud 00:00 360 00:15 Autorotation 01:57 Décro marche arrière 03:14 Vrille 04:07 SAT 05:11 Frontale 05:38 Percée SAT 05:56 Vrille Oreille 06:23 Wing-over
Winter Flights - 2020 / 2021 - Les Arcs
Просмотров 933 года назад
Sessions parapente en Haute Tarentaise Hiver 2020 - 2021
tutorial please
It's been too long, but maybe you could look at my code here :) : github.com/simongalasso/planet_sentry
Hi, I am using your camera in my game similar to yours. I copied PlayerPlaceHolder object (Camera and Plane are children of this object) from the hierarchy from your scene and pasted it to my scene. But my player is stuttering a lot. Do you know why?
Hi maybe you can make some tutorial about this type of game? I can't do enemys on planet :( Do you use navmesh?
Tu l’as fait chez qui ton SIV?
Je l'ai fait chez les passagers du vent à Annecy avec David Eyraud 👍
Hi how dit you make the camera follow the player
Honestly, it's been a while I don't remember 😅 There's my code I you want to spy a little bit : github.com/simongalasso/planet_sentry
Ive managed to get the camera to follow my player .. however i cant walk around the entire planet i get stuck.. The code i used for my gravity looks the same as yours
Its weird because yours seem to work
@@jeandredegenaar9292 I checked on my project, I defined the Camera as child of an empty object with this script that handle position and rotation of it: github.com/simongalasso/planet_sentry/blob/main/Assets/Scripts/PlayerPlaceHolder.cs
Ah thank you so much .. the problem was how i moved .. you used transform.translate where i used rigidbody.moveposition
I have a Koyot 4, and another one in the way. It´s one of the best, and safest paragliding wings in the world.
I would say you're right for normal flights but it's still a school wing. As soon as you try to go outside the flight limits like stall manoeuvers and you will feel that the wing want to flight straight, it shoot strong and I did not managed to SAT properly with it. It a really nice wing for beginners (Hands up and it fly), nice in "ploufs", nice in thermals, I did a 38km circle without difficulties with it.
@@simongalasso I have a Hook (EN_B), and I bet it doesn´t fly as well as my Koyot4. Even so, you´re right; it´s a school wing. Even so, my friends don´t leave me behind, they don´t outfly me when they fly with teir B´s, even advanced B ones.
@@simongalasso With all this said, I was talking about safety; nothing else.
@@simongalasso Yes; I like normal flights. I don´t like acro, nor do I like paragliding competition. I like paragliding, because I like fliying. Of course I respect a lot, other people´s likings.
very cool but add multiplayer, I feel like mirror is overexaggerated and everyone calls it hard and difficult yet when I use its litterly telling me how to use it, litterly the components are called network manager, network idnetity, network transform.. etc, lol just a suggestion though.
Hey Simon, Can you make a tutorial on how you made the planet and the character to stick to it?
Hi, well it's been a while, maybe look at github.com/simongalasso/planet_sentry
Hey i'm doing a game a bit same as yours but i can't find the way to shoot "right", what did you do to get that kind of shooting ?
Can u explain how u have spawn emenies on that surface with faux gravity?
there's my code if you want to see : github.com/simongalasso/planet_sentry
Hello, this looks quite cool! I actually wanted to try something like this myself. Could you explain how you shoot your bullets? I tried Instantiate with AddForce (with the bullet being attracted to the planet) but it always kinda bounces on the planetif the force is too strong. And additionally I had to turn off friction as the bullets would otherwise stop on collision with the planet. I actually want the bullets to always have the same distance to the planet until they are destroyed. Also, if I set the force too strong, the bullets will just leave the zone of gravity :/ Can you help me with that? Or do you have a link to a repository for me?
Hi, sorry for the delay I finaly add the code on github, this is the version at that time : github.com/simongalasso/planet_sentry
@@simongalasso oh very cool, thank you! Gonna check this out
Hi I'm having a trouble with the enemy AI. How did you do manage to follow the target in sphere?
Hi, well first you project the vector from the enemy to the player on the enemy up-plane, then you calculate the angle between the enemy forward vector and the projected vector, then you apply the rotation :)
Btw the alert distance is the pure distance from the two objects (through the planet) It works fine !
@@simongalasso I will try this one out. Thank you!
@@simongalasso I can't get it to work. Could you share like pseudo code for me to enlighten a bit :D. Thank you!
// create a vector from the entity to the target Vector3 v = Player.transform.position - transform.position; // project the vector on the target up plane Vector3 d = Vector3.Project(v, transform.up.normalized); // calculate the angle between the target.forward and the projected entity point Vector3 projectedPoint = Player.transform.position - d; float angle = Vector3.Angle(-transform.forward, (transform.position - projectedPoint)); float sign = Mathf.Sign(Vector3.Dot((transform.position - projectedPoint), -transform.right)); float finalAngle = angle * sign; // apply the rotation to the entity transform.Rotate(0, finalAngle, 0);
Can you explain how the character looks at the mouse position? when i try my game just broke xd
Hi, well I am calculating the angle between the player forward vector and the one that pass from the player position to the projected point of the mouse position on a plane of center the center of the planet, you have to make this plane to move and rotate as the camera otherwise it won't work.. Good luck !
@@simongalasso tnx man <3
@@simongalasso Well I try but when character going downside of the planet its didnt follow the mouse position i search documentation but i cant fix it can u share github if u want ?
@@EgemenEMRE-xh6lc Yes it's probably because your projection plan is turning/moving not as the camera, maybe try to display it then you can see what happens ?
Egemen EMRE No worries, I will put my code this week ! My github username is sgalasso42 ✌️
How to turn When you detect the enemy. I cant’n with lookrotation. Please help
Hello, If you mean the rotations of the ennemie, I am doing it with transform.Rotate: there is my code for it -> if (distance < alertDistance) { //ROTATIONS TO PLAYER Vector3 point = Player.transform.position; Vector3 v = point - transform.position; Vector3 d = Vector3.Project(v, transform.up.normalized); Vector3 projectedPoint = point - d; float angle = Vector3.Angle(-transform.forward, (transform.position - projectedPoint)); float sign = Mathf.Sign(Vector3.Dot((transform.position - projectedPoint), -transform.right)); float finalAngle = angle * sign; transform.Rotate(0, finalAngle, 0); }