The shader was originally written by @havenphillip I think, it was an interactive shader for vegetation to move around the player when going through.
I modified a few things to let a csg sphere behave like mud when a tire is going through.
There is a an invisible trigger under the mud to detect the tire and change the friction and other coming features like decals mud on the car and other possible splashes effects.
Enjoy
So this crazy journey continues...
It's all about making a game with free car driving in an open world, finding your way through random events, uncrossable areas, mud, water and getting managed your needs of water, food and fuel.
(Something between Snowrunner and GTA where grenades could help to get the way free)
In my free time (I don't have much anymore) I try to build a big map (4096) where it could be enjoyable to drive around to complete a task or just to relax, reaching an u
This diary counts so much steps to reach a good experience of car driving with Leadwerks 4.6, that it just felt so often like unreachable.
So as we know the car is built with 8 joints, 4 hinge joints for the tires + 4 slider joints for the dampers
I just thought last week about implementing a new little trick like using a spring joint more to connect the visible car to the invisible body of the car.
Set the mass to about 300 (usually to heavy for joints) and set the Gravit
Considering this blog as a diary of progress about car simulation with Leadwerks,
I had the dream to simulate those desert crawlers able to climb on sharperned hills with a lot of impuls,
Swinging on the roads as they're light, allowing the player to discover rapidly a large part of the map.
Technically all the features (directions, dampers, smoothing, acceleration) get simplified but adjusted to be in a good balance.
The car may be overpowered but it's fun!
> This is defintely the best result I obtained with Leadwerks physics to build a car; I think this car is good enough so that it could be used in a game.
> The car reacts depending on terrain, feeling different if climbing or driving down. The car allows speed driving until 140-160 kmh
> The dampers became an upgrade that give me the possibility to construct car over 200 kg. That means simply that the cars drive now with much more stability and give for the player heavier feel
Hello
Debuting 2022 with a very first try of a level design for my offroad game project I try to construct with Leadwerks 4.6
The map needs a lot more improvements.
There are a few bugs (like swimming) and some collisions problems, but this how it could look like, with the challenge for the player to find his way through the world - like a puzzle driving game - without getting stucked (like me in this showcase) or have your car destroyed. So I will add an
This an entry for a new completed feature:
Wheels can leave a trace on the ground using decals.
Here is a bit code on how to make that work.
Here is how it returns ingame:
Edit 19.01.2022
First visual mud effect:
TEMP 2022-01-19 12-53-14.mp4
Enjoy!
Still researching a good car simulation script with LE 4.6, so what's new:
I changed some important parameters of my car script to make the car more nervous, better responsive to the world, rapid and giving more feelings and more controls by driving it.
Maybe it is not 100% what man can expect but it is now more fun to drive and that's important.
The car now calculates and integrates both the forces coming from the world and from the player commands,
That means it checks th
> Work in progress
> The road tracer tool is for now without bug; I added debug messages that prevent a bugged road to be generated - so it asks now to modify some values instead of generating the bugged road.
> Water waves are smoother.
> New feature: Driving in mud.
> I'm thinking about adding a speed or friction penality if not driving on roads.
> This little demo was recording on map 2048*2048
January 2021, work progression showcase random generated world vegetation, FPS=30
[I] - THE TERRAIN; VEGETATION AND WATER:
The map is 4096*4096
The landscape is randomly cast: Painting & vegetation.
At the end of the video, is a demo of the waves shader I could write using the leaves.shader on the water.shader.
The shader is in the workshop for free to use. It is far not perfect but it adds a good animation for ocean wate
I really wanted to use the spline tool to make roads because it is a powerful tool but it has a big inconvenient: It builds the spline as you want but then moves the terrain to pass it to the spline - this sounds first ok but using this especially on big maps, you end up with a terrain that shows artificial big too sharpened contours and hollowed areas where the road is going through.
To avoid this problem, you have to place a lot of spline pivots and nodes very carefully on the map, follow
I focused my imagination on game art, trying to create a beautiful world where players may want to explore and drive.
The first quest could be: Find a way out of the forest.
Here is a little showcase of what I made:
Edit: 27.04.2020
The goal was to get the better I could out of a 4096x4096 map, after months work trying all possibilities I obtained a good decor and great area for an offroad game.
Performances are a bit slow but so much models was added -
Example:
I could strangely find nothing about terrain generation from script except for LE5...
So here is an example that will run with LE4.6 on how you can generate 2 little hills on a terrain and paint it from script. Can be usefull for games with random generated landscape.
The script I modified is from here: https://www.leadwerks.com/community/topic/15715-minimap-generator/?do=findComment&comment=104697
So first install the minimap shader to run this:
Using joints Hinge()
Joints are funny and powerful to build machines. They allow to use mass (gravity), different masses on different part of the machine depends on what you need, frictions, and limits.
By this machine, the only enabled motor is the first big oval cylinder, which is turning. The rest is articulated with disabled hinge joints.
Hellö
Here are a few thoughts about finding the best way to create a dense forest, with different models, quickly, dense and allowing good performances by walking and driving.
I first try with the vegetation tool. https://www.leadwerks.com/community/profile/15151-marcousik/?status=10763&type=status
I got good results but not by driving and I find that the collision checked causes the lost of 40 FPS (from 60 by to 20) making the game unplayable.
I'm still spending hours of tests, changing and seeking properties to obtain the best balanced car driving experience possible.
It's something between the mass used, the joints values, and the smoothing force.
This until now the best I get with a car, which is even performing a salto jump at 2.30 and other somersault crashing at 3.15
The FPS are nice, I'm happy with this.
This little game is here free to play:
https://1drv.ms/u/s!AiVBgjDAyIXLs1khcglU6UKFbI_4?e=4oK8Sj
1] First step:
Adapting the Spline tool to build what we need:
I combined some of the possibilities that offers the Spline Tool (great thing) to obtain all this in one:
- Cars align and follow the roads (rotation)
- While using Physics, and so collisions
- While using reverse travel (cars go back on the road)
2] next step:
Workshop car "Turbo car for Le 4.6 free" - Uploaded in the Workshop
Better optimization for the workshop car released. And possibility to custom the car, feel the difference of the configuration when driving.
For Le 4.6. with world:update(4) added to the main script
Here is a demo video about the new optimization:
Here are the properties that allow to change the car:
- The Drive Factor makes the car drive feeling more or less heavy: With a
Finishing this today, I'm happy to publish this: https://steamcommunity.com/sharedfiles/filedetails/?id=1662222417
The car is funny to drive, the prefabs is ready-to-use but feel free to change the script variables to test it.
Drop the prefabs in the map, it uses the classical FPSPlayer from Leadwerks.
The car is based on joints: 4 wheels, 4 damper and 2 Hinges for the directions.
The script incorporates smoothing damping modifications to get the car stable; modifications on
That's what I obtained for driving experience with 4.6.
For me it's ok, just the distance of the wheels to the cars are growing too much while getting speed.
Sounds have to get upgraded too
I add a video that show car driving possibilities in the down-scaled world I want to create with an own scaled character controller. The idea is to obtain with this a bigger world lol
So everything is under scaled, the car too.
It's not GTA 6 but it's very ok for what
Working out of this subject:
I tested a script for a simple "GoToPoint()" function for a customizable character controller for NPC. This may not be so good as the implemented LE character controller with classic navigation system but it could be promising to use it in open world (so not in much corridored dungeon game!) where the the NPC should crawl or swim or whatever do things as for example underscaled world (thats what I am actually interested in ?)
The NPCs are using an "
I worked today on publishing a version of the drivable car workshop item for Leadwerks 4.5
https://steamcommunity.com/sharedfiles/filedetails/?id=1440937059
free to use, works with the FPS player controller. Here is a demo:
enjoy!
That's just monster truck fun - This driving/vehicle physics is (well I think) definitivly better than 4.3 ?
Here is a speed car with speed boooosst feature (max 50 m/s)
Boost Car.mp4