player->pos.y += player->velocity.y * dtime;
player->pos.z += player->velocity.z * dtime;
+ player->velocity.y -= 9.81f * dtime;
+
if (old_pos.x != player->pos.x || old_pos.y != player->pos.y || old_pos.z != player->pos.z) {
send_pos(player);
set_camera_position(player->pos);
return false;
input.client->player.velocity.x += dir[0] * speed * sign;
- input.client->player.velocity.y += dir[1] * speed * sign;
+ // input.client->player.velocity.y += dir[1] * speed * sign;
input.client->player.velocity.z += dir[2] * speed * sign;
return true;
void process_input()
{
input.client->player.velocity.x = 0.0f;
- input.client->player.velocity.y = 0.0f;
+ // input.client->player.velocity.y = 0.0f;
input.client->player.velocity.z = 0.0f;
move(GLFW_KEY_W, GLFW_KEY_S, movement_dirs.front);