Finally actually finished the conveyors. Apparently they still didn’t work properly as of my last devlog. The solution was the reversal of one multiplication statement. When trying to rotate vectors in Godot, if you want to rotate in all axes, you need to multiply by global_transform.basis, but apparently THE ORDER THAT YOU MULTIPLY IN MATTERS. Why? WHY? Thats not how I was taught multiplication works.
Either way, before, it was Vector3(0,0,-1) x global_transform.basis and
the fixed version is global_transform.basis x Vector3(0,0,-1)
I think im mostly done with awful vector math. Well, I still have to make more belts and make machines, but I don’t have to figure out the math as much.
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