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
Here I want to present what the "Tower game" is doing becoming !
I got the idea to make a relaxing puzzle 3D game where the player will have to find/build/assemble different elements to discover arts.
Here a picture I found that inspired me this:
Now, I made a little demo video for this, I found the experience somewhat meditative, looking at this floating colorfull infinite world and listening to the sounds. You can turn the music off and listen at your own or just let it pl
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!
Hey
I know you can use for this the nice shader of Shadmar, but now if you want to try something else,
This is somewhat like you can obtain if you use a big light sphere rounding around the player. I speed up the cycle quicker for the video to see all the day/night.
I used the directional light rotation for the shadows, the color of the sky-sphere for the colorourfull effect and the color of the directional light for the luminosity, getting the no shadow night light.
Clouds/r
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
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 "
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
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 -
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
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
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 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
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
I made a showcase for a bulldozer script for a few years, this is a following step on this:
I change the script and replace the road meshes + shape with road decal textures.
It saves a lot of ressources, much better FPS, because Mesh + Shape came too expensive for a big map.
You only have to place 3 points on your map. The tool will join the points digging + tracing a road with the specified texture. Instead of building a spline, the tools follows the curves of the terrain, adjust