Character controller without relying on built-in physics?
Hello and welcome to my thread.
I have a...disdain for built-in physics systems when it comes to 2D games. What is the best way to go about creating a character controller in Godot without relying on built-in physics?
I'll describe in detail what I mean. Rather than apply an impulse or a vector on an object, I want to use deltaTime and be able to say that for every 60th of a second the right arrow button is pressed down, 0.001 is added to my player object's acceleration value. And that acceleration value, in turn, is used to say something along the lines of:
"Hey, Godot. Set the player's x position to whatever it is right now, plus the acceleration value."
And when it comes to checking for collisions, I'd like to be able to just refer to points in relation to the origin of the play object, and say something like:
"Hey, Godot. Check and see what is at 10 pixels to the right of the player's x position before you move anything. If there's a wall, just...don't put the player in there please? Kthx".
What's the best way to go about this in Godot? Just point me in the right direction so I can focus my attention on the right materials. Thanks a mill.