R344 Platform inconsistently when side close to the wall still moving. Since this is not a bug, it was not committed to github, just wanted to discuss it here.
Take the built-in platform game example as an case: In the R366 version, the Platform will not be considered as 'is moving' when it side close to the wall, When he moves to the edge of the wall, he will stop and no particle animation will appear. But on R344 it behaves inconsistently.it will still be moving.
R336: When walking on a wall, it stops.(Animation: Idle, particles: stop)
R344: When walking on the wall, it will continue to be moving.(Animation: Walk, particles: playing)
This is a screen recording of the same example in different versions, you can observe the difference between R336 and R344.
details: Windows 10 / Chrome 113.0.5672.129 / Approx 8 GB / NVIDIA GeForce RTX 3050 / Direct3D11 / WebGL 2.0 / Monitor 60 Hz
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Is this a BUG? Not exactly. It's just a tricky way to rely on "abnormal" platform performance. Because on other monitors, the above situation is different. Here is an observation of the same case at 144Hz:
Example2-R336
R344: When walking on the wall, it's twitching
R336: When walking on a wall, keep animation playing.
Apparently R344 is look better.
In order to adapt to this change, I had to change the method of control player animation, so that walking on the wall can stop and no longer create dust particles. For example, in the case of CAE BRIDGE(#open=cave-bridge) , VectorX is used to judge based on the speed of movement.
If possible, I wish Platform could have more control over the behavior near the wall. For example when close to a wall:
- keep moving
- slow down until stop
- stop immediately