Basic entity tracking
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@ -14,7 +14,8 @@ const (
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playerHeight = 1.8
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resetVel = 0.003
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yawSpeed = 3.0
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maxYawChange = 33
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maxPitchChange = 22
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gravity = 0.08
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drag = 0.98
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@ -87,7 +88,12 @@ func (s *State) surroundings(query AABB, w World) Surrounds {
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return out
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}
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func (s *State) applyInputs(input Inputs, acceleration, inertia float64) {
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func (s *State) applyLookInputs(input Inputs) {
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errYaw := math.Min(math.Max(input.Yaw-s.Yaw, -maxYawChange), maxYawChange)
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s.Yaw += errYaw
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}
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func (s *State) applyPosInputs(input Inputs, acceleration, inertia float64) {
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speed := math.Sqrt(input.ThrottleX*input.ThrottleX + input.ThrottleZ*input.ThrottleZ)
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if speed < 0.01 {
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return
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@ -111,7 +117,8 @@ func (s *State) Tick(input Inputs, w World) error {
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inertia *= slipperiness
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acceleration = 0.1 * (0.1627714 / (inertia * inertia * inertia))
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}
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s.applyInputs(input, acceleration, inertia)
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s.applyLookInputs(input)
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s.applyPosInputs(input, acceleration, inertia)
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// Deadzone velocities when they get too low.
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if math.Abs(s.Vel.X) < resetVel {
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