text: [{"Owner":"simple_life","Date":"2018-05-03T09:36:18Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_\n\tHello，I_t_ve added left and right moves_co_ but I don_t_t know why I_t_m moving in the wrong direction .How do you get rid of the jitter of the collision?\n_lt_/p_gt_\n\n_lt_p_gt_\n\t_lt_a href_eq__qt_https_dd_//www.babylonjs-playground.com/#1FMV26%2312_qt_ rel_eq__qt_external nofollow_qt__gt_https_dd_//www.babylonjs-playground.com/#1FMV26#12_lt_/a_gt_  \n_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Wingnut","Date":"2018-05-07T04:27:14Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_\n\tHi SL_co_ sorry for the slow replies.\n_lt_/p_gt_\n\n_lt_p_gt_\n\tYour Q and D keys (left and right) will move in the correct directions IF the camera is turned in a _lt_u_gt_certain_co_ perfect direction_lt_/u_gt_.  But that sucks_co_ eh?  *nod*\n_lt_/p_gt_\n\n_lt_p_gt_\n\t_lt_a href_eq__qt_https_dd_//www.babylonjs-playground.com/#1FMV26%2316_qt_ rel_eq__qt_external nofollow_qt__gt_https_dd_//www.babylonjs-playground.com/#1FMV26#16_lt_/a_gt_\n_lt_/p_gt_\n\n_lt_p_gt_\n\tI did some camera and player de-rotating (squaring-up)... and some hacking-around in lines 76-91.  Q and D keys are working nicely (a bit fast)... but... when we turn the camera... the Q/D keys direction... does not follow.  In other words_co_ still broken.  I will continue work in the morning.  We_t_re close to fixing it.\n_lt_/p_gt_\n\n_lt_p_gt_\n\tThe collision _qt_jitter_qt_... that_t_s... a rough issue.  I_t_m not sure how to explain it_co_ but I will try.\n_lt_/p_gt_\n\n_lt_p_gt_\n\tmoveWithCollisions()  (used often in this PG)... needs to REVERSE any collision _qt_state_qt_ that happens_co_ or else it would get stuck in permanent collision state.  It must back-out of collision states (_t_clear_t_ the collision)... to _qt_oldPosition_qt_.  But keyboard keys repeat_co_ if held_co_ right?  So_co_ what you are seeing... is repeating keypresses and the moveWithCollisions collider... constantly clearing itself (backing out).\n_lt_/p_gt_\n\n_lt_p_gt_\n\tThis theory... is only speculation.  I could easily be wrong.  I have not studied the colliding system very thoroughly.\n_lt_/p_gt_\n\n_lt_p_gt_\n\tThere is one POSSIBLE way to avoid the expected jitter.  A _qt_prediction_qt_ system.  Essentially_co_ when a move is requested_co_ you FIRST do invisibleBox.moveWithCollisions(same amount)... and somehow see if it collides (programmatically).  IF it _lt_u_gt_does_lt_/u_gt_ collide_co_ refuse to move the actual player.\n_lt_/p_gt_\n\n_lt_p_gt_\n\tIt_t_s sort of like _qt_Hey ghost player... make this move and see if you collide._qt_ \n_lt_/p_gt_\n\n_lt_p_gt_\n\tIf you want to get fancy... you could send ghost player to check for collide. _lt_br /_gt_\n\t   --- If collide_dd__lt_br /_gt_\n\t         ---  Divide move distance in HALF_co_ and try again._lt_br /_gt_\n\t               ---  If ghost half-distance-move succeeds_co_ then move player half-distance._lt_br /_gt_\n\t               ---  If ghost half-distance-move collides_co_ refuse to move player._lt_br /_gt_\n\t   --- else If NO collide_dd__lt_br /_gt_\n\t         --- Move player requested distance._lt_br /_gt_\n\t_lt_br /_gt_\n\tMaybe you_co_ and/or the overnight forum helpers... will help us add these things to our playground demo.  Otherwise_co_ I_t_ll be back soon.  Be well.\n_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Wingnut","Date":"2018-05-07T12:25:07Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_\n\tOkay_co_ here we go.\n_lt_/p_gt_\n\n_lt_p_gt_\n\t_lt_a href_eq__qt_https_dd_//www.babylonjs-playground.com/#1FMV26%2317_qt_ rel_eq__qt_external nofollow_qt__gt_https_dd_//www.babylonjs-playground.com/#1FMV26#17_lt_/a_gt_\n_lt_/p_gt_\n\n_lt_p_gt_\n\tQ and D keys (strafe left/right without animation) seems to be working fine_co_ at any camera angle.  Yay!\n_lt_/p_gt_\n\n_lt_p_gt_\n\tLines 75-82 have been adjusted.  To get _lt_em_gt_leftward_lt_/em_gt_ and _lt_em_gt_rightward_lt_/em_gt_ values_co_ I used the camera_t_s X and -X directions.\n_lt_/p_gt_\n\n_lt_p_gt_\n\tIt might not be the best way to get a left/right direction_co_ but it works.  I_t_m no expert at direction-finding.  I once got lost in my own bathroom!  _lt_span_gt__lt_img alt_eq__qt__dd_D_qt_ data-emoticon_eq__qt__qt_ height_eq__qt_20_qt_ src_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/default_biggrin.png_qt_ srcset_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/biggrin@2x.png 2x_qt_ title_eq__qt__dd_D_qt_ width_eq__qt_20_qt_ /_gt__lt_/span_gt_\n_lt_/p_gt_\n\n_lt_p_gt_\n\tHopefully_co_ we_t_ll get some more comments about collision jitter. \n_lt_/p_gt_\n\n_lt_p_gt_\n\tPerhaps someone will get ballsy and try to implement that collision-prediction idea from the previous post.\n_lt_/p_gt_\n\n_lt_p_gt_\n\tI heard a rumor that _lt_a contenteditable_eq__qt_false_qt_ data-ipshover_eq__qt__qt_ data-ipshover-target_eq__qt_http_dd_//www.html5gamedevs.com/profile/5292-dad72/?do_eq_hovercard_qt_ data-mentionid_eq__qt_5292_qt_ href_eq__qt_http_dd_//www.html5gamedevs.com/profile/5292-dad72/_qt_ rel_eq__qt__qt__gt_@Dad72_lt_/a_gt__co_ the genius author of this scene... will help us reverse-the-order of the animation .data (the keys)_co_ for backwards walking (_t_s_t_ key).  I wonder if that rumor is true.  hmm.  _lt_img alt_eq__qt__sm_)_qt_ data-emoticon_eq__qt__qt_ height_eq__qt_20_qt_ src_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/default_wink.png_qt_ srcset_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/wink@2x.png 2x_qt_ title_eq__qt__sm_)_qt_ width_eq__qt_20_qt_ /_gt_\n_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Dad72","Date":"2018-05-07T13:11:18Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_\n\tFor the animation of the _lt_span style_eq__qt_background-color_dd_#ffffff_sm_color_dd_#353c41_sm_font-size_dd_14px_sm__qt__gt_backwards walking_lt_/span_gt__co_ it is necessary to create the animation of _lt_span style_eq__qt_background-color_dd_#ffffff_sm_color_dd_#353c41_sm_font-size_dd_14px_sm__qt__gt_backwards walking_lt_/span_gt_. Same thing for right and left animations. But this character does not have one.\n_lt_/p_gt_\n\n_lt_p_gt_\n\tI do not know where the rumor comes from that I could reverse the animation order ? False rumor. _lt_span class_eq__qt_ipsEmoji_qt__gt_🙁_lt_/span_gt_\n_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Dad72","Date":"2018-05-07T13:22:47Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_\n\tSmall improvement of the scene _dd_\n_lt_/p_gt_\n\n_lt_p_gt_\n\t_lt_a href_eq__qt_https_dd_//www.babylonjs-playground.com/#1FMV26%2318_qt_ rel_eq__qt_external nofollow_qt__gt_https_dd_//www.babylonjs-playground.com/#1FMV26#18_lt_/a_gt_\n_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"simple_life","Date":"2018-05-08T01:35:03Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_\n\tThank you for your help\n_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Wingnut","Date":"2018-05-08T06:36:04Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_\n\tOur pleasure_co_ SL!  Maybe we will do more work on _qt_jitter control_qt_... in this thread_co_ too.\n_lt_/p_gt_\n\n_lt_p_gt_\n\t_lt_a contenteditable_eq__qt_false_qt_ data-ipshover_eq__qt__qt_ data-ipshover-target_eq__qt_http_dd_//www.html5gamedevs.com/profile/5292-dad72/?do_eq_hovercard_qt_ data-mentionid_eq__qt_5292_qt_ href_eq__qt_http_dd_//www.html5gamedevs.com/profile/5292-dad72/_qt_ rel_eq__qt__qt__gt_@Dad72_lt_/a_gt_ - _lt_a href_eq__qt_https_dd_//www.babylonjs-playground.com/#1LNWLE%233_qt_ rel_eq__qt_external nofollow_qt__gt_https_dd_//www.babylonjs-playground.com/#1LNWLE#3_lt_/a_gt_\n_lt_/p_gt_\n\n_lt_p_gt_\n\tFrom_dd_  _lt_a href_eq__qt_http_dd_//www.html5gamedevs.com/topic/20754-questions-about-animatables-animations/?do_eq_findComment&amp_sm_comment_eq_119020_qt_ rel_eq__qt__qt__gt_http_dd_//www.html5gamedevs.com/topic/20754-questions-about-animatables-animations/?do_eq_findComment&amp_sm_comment_eq_119020_lt_/a_gt_\n_lt_/p_gt_\n\n_lt_p_gt_\n\tI tried to _qt_ping-pong cycle_qt_ the rabbit animation_co_ and with DK_t_s help_co_ #3+ PG... DID work.   (By reversing the keys - lines 39-59  _lt_em_gt_pingpong()_lt_/em_gt_ func._lt_em_gt_)_lt_/em_gt_\n_lt_/p_gt_\n\n_lt_p_gt_\n\tBut_co_ it doesn_t_t work anymore.  Oh no! \n_lt_/p_gt_\n\n_lt_p_gt_\n\tIt was a long time ago.  Maybe not so easy to reverse animations... in newer BJS versions.\n_lt_/p_gt_\n\n_lt_p_gt_\n\tI wish we had ANIMATIONLOOPMODE_PINGPONG_co_ or possibly ANIMATIONLOOPMODE_REVERSE options... in BJS.  (Not for _t_dude_t__co_ but for other uses.) \n_lt_/p_gt_\n\n_lt_p_gt_\n\tBut_co_ perhaps_co_ not a good idea.  _lt_span_gt_I am not so good-at seeing _qt_FRR_qt_  (far-reaching ramifications - of creating _lt_/span_gt_ANIMATIONLOOPMODE_PINGPONG).  It would probably break 20 other things. _lt_span_gt__lt_img alt_eq__qt__dd_)_qt_ data-emoticon_eq__qt__qt_ height_eq__qt_20_qt_ src_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/default_smile.png_qt_ srcset_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/smile@2x.png 2x_qt_ title_eq__qt__dd_)_qt_ width_eq__qt_20_qt_ /_gt__lt_/span_gt_\n_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"}]