yes i clickbait but the vid is REAL learn abt physics and kinematics Resources: FastCast - etithespir.it/FastCastAPIDocs/ Physics by Professor Dave - • Classical Physics Discord: / discord My current project: / discord
Пікірлер: 108
@fidgetspinner716 ай бұрын
Part 2 is out now!!! Learn how to make your projectiles bounce!! kzfaq.info/get/bejne/rtlmepV8zdbNgGg.htmlsi=ju6EgeyIsvYbWpXu
@theprancingprussian4 ай бұрын
very useful, im testing ideas on developing a matchlock gun system, a single tool instead of getting over my head with an entire game, helps great since the accurate physics of it performs way further from hitscan than other weaponry
@faded_ace51449 ай бұрын
This is definitely complex but what's more complex are the emotions you feel whilst trying to deal with body velocities and watching something move in the air at a total speed of 5fps. So ty
@SurrealTurnip Жыл бұрын
Fantastic video, exactly what I needed and you actually managed to explain it pretty well
@yaspat6168 ай бұрын
you're talented oml❤
@grevict6 ай бұрын
Thanks for the tutorial, so helpful :D
@thebestn0oobever11 ай бұрын
This is gonna be so good for my fighting game knockback, thanks
@Rocush6 ай бұрын
THE WAY I CLAPPED AND SAID YESSS! 💀 WHEN YOU SAID I'M GONNA TEACH YOU HOW TO WRITE IT YOURSELF. So many dang tutorials are just people showing us how to use the modules and I've always hated those videos because I want to know how to do it not just rely on someone else and never learn. I was about to click off and then you said "the module FastCast" I'm so happy this wasn't one of those.
@LianBuatSesuatuАй бұрын
Thank you very much, I learned a lot from this video.
@Glimmers6 ай бұрын
Hey awesome video! When I put in a model as projectile it moves just fine but it looks a little bit choppy because I am just settings its position every RayCast do you think Tween or Lerping would work in anyway for the projectile so it looks smove when it moves?
@whozproxy4 ай бұрын
Thanks for this video! I’m pretty new with Raycasts and I’m trying to make a custom gun system or my game and this will help a lot!
@williamhutchins47912 күн бұрын
Hope it comes out well!
@LeviathanKoda Жыл бұрын
this is so incredibly underrated
@NotAltered77509 ай бұрын
Thought I was learning physics. Anyways, nice video
@gggamingtakeshi70354 ай бұрын
Here I am, with my non mathematician brain making a goal part created on mouse position with a limited range, then moving it downwards and slowly accelerates downwards faster simulating gravity and having my raycast slowly approach it based on bullet speed when I could've just done this.
@vis70405 ай бұрын
you resumed my physics semester
@Al3xWarrior7 ай бұрын
Very nice!
@citizenfoffie76055 ай бұрын
Would there be a way for me to set it to hit a certain amount of studs by adding on angle(but without moving the mouse up), to create a zeroing effect
@Leafy5972 ай бұрын
The issue with having hitboxes client side is that a user can exploit them to hit every time. I prefer having them on the server for that reason, also because everyone gets the same performance that way, one persons hitbox accuracy is the same as anothers.
@Reviire2 ай бұрын
Yeah. The client can tell the server where to start it, but all validation should be on the server only. As long as simulation is consistent between client and server the client predicted simulation should be almost the same as the server, if ping is high there may be issues though. But it'll still feel good to use as long as it's predicted on the client rather than appearing 0.2-0.4s in the past on your client.
@happe35135 ай бұрын
I haven't seen anyone else with this problem in the comments but every time I require the module it says attempt to call a table value.
@masterssandwich33126 ай бұрын
the memory usage went up to 3 gigabytes lol
@sarwix83066 ай бұрын
Idk why but this is the coolest video on roblox studio I have ever seen
@vrfrenzy845111 ай бұрын
thanks, I hate relying on other peoples modules
@TinShredder Жыл бұрын
very cool vid
@felipemfrudeli7 ай бұрын
thx for the video
@bob-rx9yb4 ай бұрын
Can i use this to make a cannon like bofors or flak 88 ?
@Vortex-qb2se10 ай бұрын
I was looking for client-side hitbox as it fixes network latency issues but nice tutorial.
@notactuality10 ай бұрын
clientcast?
@kokobroxd10 ай бұрын
you can just use it on client side
@TREB0RZ2 күн бұрын
@@notactuality bad for projectiles
@Jelleydev Жыл бұрын
only reason i subbed is to fix the 666 nice video btw
@primharley95866 ай бұрын
Wait. If it’s running on the client doesn’t that make it not secure?
@qxxrd11 ай бұрын
hey, I'm working on a throwable football and I want the nose of the football to be looking at the direction that the player throws in. I have my own custom caster which handles the football drop and physics.
@pepperdayjackpac452111 ай бұрын
CFrame.LookAt()
@qxxrd11 ай бұрын
@@pepperdayjackpac4521 Can you please elaborate more?
@pepperdayjackpac452111 ай бұрын
@@qxxrd CFrame.LookAt will angle your obj so that it faces its targetPosition. It takes in two parameters: the starting position (the position of the obj) and the targetPosition (which is where the obj will be facing towards), both are Vector3. if your football is changing directions, then you need to recalculate the starting and target position each time so that the nose points like it would in real life. But if it's just moving in a straight line, then you won't need to recalculate.
@qxxrd11 ай бұрын
@@pepperdayjackpac4521 I have tried to do what you said but the problem now is the when the player throws to the side the nose of the football is fowards and not facing where the player aimed to. Caster Code: NewProjectile = self.Projectile:Clone() DirectionVector = (target - origin).Unit PositionVector = *Trajectory Calculations* -- THIS PART IS IN A LOOP NewProjectile.CFrame = CFrame.lookAt(ProjectilePosition, DirectionVector)
@fidgetspinner7111 ай бұрын
@@qxxrd just multiply it by some rotation cframe that fits with your model (ex. CFrame.Angles(math.rad(90),0,0) ) (i think cframe.angles uses radians instead of degrees but idk just play around with it)
@Xisco724 ай бұрын
I don't think this is the best for big projectiles, because i'm using this to move a trash MeshPart, and sometimes it goes through parts that shouldn't because they can collide. For example, i'm throwing this meshpart against a house wall, it collides with it and detects the hit, but it trespasses it. Maybe because the mesh is kinda "big" and since you are constantly changing the position, it goes through them unlike when you are using a velocity mover
@fidgetspinner714 ай бұрын
This video was made before spherecast was added. Use spherecast problem solved
@Xisco724 ай бұрын
tysm you were right!!! congrats on the video, really useful module to move big projectiles 🥰 @@fidgetspinner71
@Leafy5972 ай бұрын
A trick, instead of using Heartbeat and wait() in your script, use task.wait(). The task.wait() command can run at the same speed as heartbeat (60hz, every frame), but you can also input seconds into the parenthesis the same as normal wait().
@beedrillking402324 күн бұрын
just use render stepped much better
@haxking29 ай бұрын
great video, idk why but I've always been under the impression that this would've been more complex. quick question though, does using runservice to execute code every frame on client (even if it's just changing a few values) not a good practice?
@Antonio-vf2xj9 ай бұрын
Well i didnt see the video fully but yea, if ya uses renderstepped, but as its used on clientside i guess, it doesnt affect server at all, so maybe slighty lag but no server lag so like data saving and everything else is safe
@thetable81759 ай бұрын
as far as I know you need to take into account people having different frame rates causing codes to run too fast or too slow, I've seen many games put for example dashes that update a BodyVelocity's direction every frame for a set amount of times and then destroy it causing higher fps to destroy the BodyVelocity earlier making you travel shorter while capping your fps at around 30 would make it go a lot further
@thetable81759 ай бұрын
if you wanna do stuff with runservice I'd put checks with like ticks() to make sure your code acts as desired
@haxking29 ай бұрын
@@thetable8175 wouldn't delta time have the same effect though? or am I misunderstanding it
@thetable81759 ай бұрын
@@haxking2 yeah delta time is the absolute difference between 2 times
@hotcrazy157 ай бұрын
wow cool
@Sadjhj9 ай бұрын
Hey, is it possible to use this on a model? I have a firework game and I want to move the firework physics to client side but every time I tried I couldn’t get it to work.
@reddeadleisure8 ай бұрын
Could you be more specific? Maybe you could even open a devforum post about it
@cyberlordshop7 ай бұрын
Yeah absoloutely. Fire the event, whenever you want the firework to be activated. Just name the start, dest and force. It should work.
@reddeadleisure7 ай бұрын
Bruh i think i replied to the wrong comment
@cyberlordshop7 ай бұрын
really?@@reddeadleisure
@LeapInno6 ай бұрын
It seems like roblox projectiles has this weird delay for every shot. It makes it look weird.
@trilazer_duo8659 Жыл бұрын
So i have an error that says that projectile is not a member of folder modules, whats the fix?
@VeryProPlayerYesSir1122 Жыл бұрын
you need a folder for the projectiles you are shooting at.
@Ey_SmoKrac5 күн бұрын
not watchin allat it 3:14 in da damn mornin i tired asshit
@Gray_mk5 ай бұрын
how do i make it so when it touches a part it destroys and doesnt just go through it
@fidgetspinner715 ай бұрын
End the loop whenever the raycast detects something
@cupcakewithrabies-eb4rq3 ай бұрын
How do I make it so that I can apply these physics to an already existing part?
@vlogsquad71133 ай бұрын
programming
@phyopyaelynn-wp6fc2 ай бұрын
Unanchor it
@cupcakewithrabies-eb4rq2 ай бұрын
@@vlogsquad7113 i figured out thanks
@chiaweijie194 Жыл бұрын
is it possible for me to do this without a tool?
@fidgetspinner71 Жыл бұрын
yes, thats why I made it into a module.
@user-nil_cyan3 ай бұрын
What is "self"? ( self.Wind.X, self.Wi...)
@sadge64304 ай бұрын
ko-
@Master_A-A3 ай бұрын
Yo so the projectile curves for me without adding wind Any ideas why?
@illogicalsavings82686 күн бұрын
That's the gravity
@Grandmasterannuuu11 ай бұрын
Its better to have a black list raycast param instead of whitelist for bigger games
@pepperdayjackpac452111 ай бұрын
Why
@WoozyNate10 ай бұрын
@@pepperdayjackpac4521 you will have to constantly add many folders and children instead of just blacklisting certain things
@rei226110 ай бұрын
@@pepperdayjackpac4521 because unless u wanted to whitelist couple of things it would be more efficient
@notactuality10 ай бұрын
you cant allocate for every single thing the projectiles should hit a metaphor would be rather sort out the bad ones instead of look for the good ones @@pepperdayjackpac4521
@Nightwinger51007 ай бұрын
@pepperdayjackpac4521 it'll reach a point where there's less things you want it to hit instead of ignore
@samdoesnotexist79 Жыл бұрын
hello jit.
@hadderz43378 ай бұрын
hi wuzrd
@namebutworse10 ай бұрын
projectile doesnt shoot and i did everything correctly what do i do
@Kylerisano10 ай бұрын
That's a you problem 🤠 🙌
@namebutworse10 ай бұрын
@@Kylerisano :( (BWOOOMP) ;(
@illogicalsavings82686 күн бұрын
Ever fix it?
@sadge64302 ай бұрын
wcb
@Xackory9 ай бұрын
Great vid
@sadge64304 ай бұрын
`
@sadge64302 ай бұрын
8yt
@l8tralalt9016 ай бұрын
man but i hate math!
@sadge64304 ай бұрын
das
@spriteman19257 ай бұрын
I hate math 🤠🤠🤠🤠🤠🤠🤠🤠🤠🤠🤠🤠🤠🤠
@Mufazl2120 Жыл бұрын
Awesome😃
@CrystalizedGGG6 ай бұрын
for some reason this line has an error for me - newProjectile.Params.FilterType = Enum.RaycastFilterType.Whitelist
@NotTaskAgain6 ай бұрын
Change it to "Enum.RaycastFilterType.Include" at the end, I think thats the issue
@_Sench4 ай бұрын
Just incase you still need it. For some reason its underlined but it works in game my line- newProjectile.Params.FilterType = Enum.RaycastFilterType.Whitelist
@VeryProPlayerYesSir112211 ай бұрын
local RunService = game:GetService("RunService") local Debris = game:GetService("Debris") local Projectile = {} function Projectile.new(Gravity, Whitelist, Wind, DespawnTime, Visualize) local newProjectile = {} newProjectile.Gravity = Gravity newProjectile.Wind = Wind newProjectile.DespawnTime = DespawnTime newProjectile.Visualize = Visualize newProjectile.Params = RaycastParams.new() newProjectile.Params.FilterType = Enum.RaycastFilterType.Whitelist newProjectile.Params.FilterDescendantsInstances = Whitelist function newProjectile:Cast(start, dest, force) local conversion = (game.Workspace.Gravity) / 9.8 local vForce = (dest - start).Unit * force * conversion local a = Vector3.new(self.Wind.X, self.Wind.Y - self.Gravity * 9.8, self.Wind.Z) * conversion local t = 0 local currentPos = start local rayResult = nil local found = false local Connection = RunService.Heartbeat:Connect(function(dt) if not found then t = t + dt local projPos = Vector3.new( start.X + vForce.X * t + 0.5 * a.X * t * t, start.Y + vForce.Y * t + 0.5 * a.Y * t * t, start.Z + vForce.Z * t + 0.5 * a.Z * t * t ) rayResult = workspace:Raycast(currentPos, projPos - currentPos, self.Params) currentPos = projPos if self.Visualize then local Part = Instance.new("Part") Part.Size = Vector3.new(0.5, 0.5, 0.5) Part.Position = rayResult.Position Part.Anchored = true Part.CanCollide = false Part.Material = Enum.Material.Neon Part.Color = Color3.fromRGB(0, 255, 0) Part.Shape = "Ball" Part.Parent = game.Workspace Debris:AddItem(Part, 0.5) end if rayResult or t > self.DespawnTime then found = true end end end) while not found do wait() end Connection:Disconnect() if rayResult then print("Detected") end end return newProjectile end return Projectile Did i do anything wrong because the "rayResult = workspace:Raycast(currentPos, projPos - currentPos, self.Params)" is nil and "Part.Position = rayResult.Position" returns an error.
@MythIsTheLegend11 ай бұрын
Since ray result is nil, your visualization will not follow anything since it does not exist so do Part.Position = projPos
@rei226110 ай бұрын
@@MythIsTheLegend that doesn't work
@MythIsTheLegend10 ай бұрын
@@rei2261 It should work because if you do everything correctly and then set part pos to the projectile pos then it always follows the position of the part because if your raycast is nil it don't exist meaning your visual just doesn't go anywhere else.
@rei226110 ай бұрын
@@MythIsTheLegend ok
@R3DACTED33108 ай бұрын
why does the projectile spawn higher then the player
@VeryProPlayerYesSir112211 ай бұрын
local Projectile = require(Modules.Projectile).new(1,workspace:GetChildren(),Vector3.new(0,0,0),3, true) 15:08:41.240 Projectile is not a valid member of Folder "ServerScriptService.Modules" - Server - slingshot_server:9 please help me, the code gives this kind of error