Looks like you can make a fun game with this!!!
it's an inverted-pendulum algorithm and active servos drives the wheels to catch the character's falling weight, creating natural momentum and flawless stability without kinematic cheating. I’d absolutely love to get this community's feedback on the physics feel, also, I've released it as early access on itch here if you want to grab it: https://frostpunchgames.itch.io/self-balancing-wheeled-ragdoll
Looks like you can make a fun game with this!!!
Oh boy! Another physics-based rage game!
😂😂
Make him to deliver a pizza
'In the cold unforgiving streets of Chicago one machine dares to dream... of hot, fresh mozzarella.' Meet Crust-E a two legged miracle running on electricity and pure determination. Dodge cars, traffic, pedestrians, dogs, gangs, and homeless encampments that will try to strip him for parts. Do whatever it takes to make sure that pizza arrives on time! Apologies I took that too far.
Make him the hero or protagonist
Cool 👍
This always fascinates me :)) Does anyone have some resources or tuts for recreating this kind of things?
"natural momentum and flawless stability without kinematic cheating"
What's Included:
-The core Auto-Balancing script.
-A standalone, highly optimized Two-Bone IK script to seamlessly glue your visual armature to the physical wheels.
Lmao.
Yeah for the visual mesh that's not physics cheating, IK isn't physics.
No thoughts, left my brain at home...
johnny five is alive is alive
😂
It looks really cool. It leaves me hungry for more. like leaning into turns. coiling in anticipation of jumping. Banking through turns Smooth 180 pivots to switch facing forward or backward heel / purpendicular wheel breaking
My thoughts are, hook up with a mechanical engineer and make those boots real!
As a mechanical engineer, I'm fascinated. Nice job!
The wish list further up (leaning into turns, coiling before a jump) is mostly not extra animation, it falls out of the controller if the balance target is desired acceleration instead of upright. Feed the pendulum a target velocity, derive the lean setpoint from the velocity error, and the body leans forward exactly as hard as it is accelerating, because that is the only lean the wheels can catch. Braking lean and turn lean come out of the same term for free. What are you using as the setpoint right now, upright plus a velocity term, or something that solves for the whole state? The recovery in the clip looks smoother than a plain PD usually gets.
It looks great. Would you mind making a series on how you got this working? Only if you want and if it isn't a free asset. I've seen so many self balancing protos and would really like to understand how one works.