I'm just happy to get this work here is a demo:
This is actually better than driving in 4.3 because cars are now able to jump or crash without experimenting crazy rotations or whatever ?
Here is the script to make this:
> Here the values I used:
> And here what changed: Is written in dark:
-------------------------------------
function Script:Start()
-- [...........]
-- Construit les amort
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
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
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
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
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
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.
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
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!
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.
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:
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
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.
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:
I'm trying to build a beautiful open world on map size 2048, where the player will have the possibility to play as a Street vendor, transporting and selling goods through the world.
The world should be an unhabitable zone. Unless you have a shield.
You will have manage your reccources between buying and re-selling goods, develop yourself with better vehicles, develop a little shopping industry, little bit enigm or fight to provide the shield.
Little demo I made about driving in Leadwerks 4.5 with "self-made" vehicle (well the model is not from me)
How to make ? -> https://www.leadwerks.com/community/blogs/entry/2216-simple-car-improved/
enjoy!
> 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
I'm happy with this because I spent a long time in testing how to make rain without slowing the game too much.
I wanted the rain to have "splash" effect on the ground and to stop correctly as the player could stay under a roof or hides under a big stone etc etc..
I got big problems with collision testing and very low performances when using the shaped vegetation tool.
Now that's fine, because I do not use the collision anymore, saving much performances.
Here is a little demo:
This is a simplified change of this workshop item (so credits go there!)
https://www.leadwerks.com/workshopitem?tags=Material&queryType=1&fileType=0&fileid=699303085
A few changes I did:
1) the water.mat:
changed Diffuse color (64,64,64,64) + refraction shader
2) The script, simplified, like this:
Add this script to a box, cylinder, what you want...With the water material up there added.
And here the result
sorry Foots