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'm proud to announce the release of the first Leadwerks Games Bundle. Start building your own games with Leadwerks Engine and discover indie titles created by developers just like you. This bundle includes Leadwerks Game Engine, along with three games created with Leadwerks, and a generous discount.
Unleash your creativity and embark on an exciting journey into game development with Leadwerks Engine! This bundle includes the full-featured Leadwerks Game Engine alongside three exceptional g
The latest update to Ultra Engine, version 0.9.7, introduces an all-new decals system, particle emitters, enhanced entity and material properties, and improved flowgraphs. New features and enhancement make it easier than ever to create performant games and simulations that look great and run smoothly.
Decals
A new decals system built on our clustered forward+ renderer allows you to display stains, graffiti, puddles, and other details to enhance the appearance of your scenes. Because th
Ultra Engine 0.9.6 is here, with a new foliage system that replaces and improves the vegetation system used in Leadwerks. Whereas Leadwerks uses a geometry shader, Ultra uses a compute shader that provides more power and better performance. The most significant improvement is the inclusion of sublayers, which allow a mesh layer to use multiple variations to easily populate a scene with a variety of different objects, while spacing them out in a natural way.
Imposters
Imposters ar
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
In the thrilling world of game development, I've had the incredible opportunity to work with Ultra Engine, a platform in early access that has opened up countless possibilities for creating impressive worlds. My latest project focuses on mapping, a process that has allowed me not only to explore the capabilities of Ultra Engine's map editor but also to actively contribute to its development by identifying and reporting bugs.
From the start, I have created numerous prototypes, experimenting
Recently I came across a problem where HDRI images I loaded and converted into cube maps looked simultaneously too bright and too dark.
I found that a simple linear to sRGB conversion made the images look as I would expect.
I have read about sRGB and linear color spaces before, but for some reason this time it just clicked and I understood. Maybe since I am not longer dealing with low-level Vulkan nonsense, I have extra mental capacity to spend on more high-level concepts l
In this article, I would like to delve into the concept of "Game Logs" and explain why they play an important role. First, however, we should clarify what exactly a Game Log is.
The Game Log allows us to log and temporarily store various actions in the game. Furthermore, with the help of the Game Log, we can inform independent systems about various actions. A good example of this is a simple quest system, similar to the one in World of Warcraft. In such systems, we want to complete quests b
Ultimate Action Game Controller ( UAGC ) - One game controller for all situations.
Ranged, melee, hand to hand, thrown and magic combat game controller.
With UAGC, the developer can select from First-person, Third-Person, Top-Down and Point & Click game controller setups.
Each mode features it's own unique style of gameplay made just for that particular gaming situation. The component is designed
with ease-of-use in mind, just attach the component to your game playe
Introduction
Everybody hates to UV unwrap their models after their done finishing their 3D models, and i do too, but i'm good at it. Some people use software like RizomUV or Blender add-ons to make their job easyer, but it does'nt work for every texturing workflow.
If you are using a 3D painting software like Adobe Substance Painter, then you should let your computer do the UV unwrapping job, but if you don't have the money for Substance products like i do, then you do textures the old
Introduction
Some folks here in the forum asked for help on more advanced Blender topics, like baking animations from an IK rig. I'm here to spread my knowledge, since i also learned from other people on the internet. I'll be using Blender 3.6, without add-ons.
1. Blender animation basics
I recommend starting out with a rigged model for the first time, but if you dont have one, here is a tutorial on how to make yours.
After you got your model, you have to make an armature, wh
Due to several inquiries about how I created my inventory, crafting, and storage systems, I would like to explain my approach in more detail. In this blog post, I won't use any code but rather focus on explaining the underlying logic.
1. The InventoryItem Class
The foundation of these systems is an Item class, which I abstractly created to represent different types of items (materials, placeable objects, weapons, consumables, etc.). The reason for an abstract class is straightforward:
So we went through a lot of fragment shaders. Did some vertex displacement. Went through tessellation. Now, some geometry. I don't have much to say about it. Just keep poking at it with a proverbial stick and eventually situations start to look familiar and you know what to do because it's similar to stuff you've encountered before. It does seem to me that there's not a lot of variety in geometry shaders. There's a bit, though. Enough to make it interesting. But grab these shaders and you'll hav
Ultra Engine 0.9.3 is here, with usability improvements, bug fixes, and new AI-powered features to make game development easier. You can get a discount now in our store or on Steam all week.
"Futuristic Room" by Dennis Cliofis
Object creation has been overhauled with a more visual approach that lets you easily select the object you want to add to the scene.
You can also insert a new object into the scene tree, under the selected node, or in the scene root.
I had already created a similar window handler for Leadwerks in a previous project. As I'm currently importing my project into the new engine, I thought it was time to refine this functionality.
But what exactly can the Window Handler do?
As the name suggests, it manages multiple "UI Windows" so that only one is displayed at a time. This is particularly useful when working with different windows for the UI, such as one for inventory, another for a crafting menu, and yet another for dialog
This component generates a Mouse Movement Controller featuring a free-look mode. Typically, such character controllers find application in ARPG (Action Role-Playing Game) or RTS (Real-Time Strategy) games. In this setup, you observe the character from a top-down perspective and direct their movement to a specified position by clicking the left mouse button.
The Component itself need the terrain name and the name for the walk animation. Also your character needs an idle animation.
Ultra Engine unlocks the full power of your GPU to deliver up to 10x faster performance for your game. Ultra Engine is now available in Early Access, both in our store and on Steam. Use coupon code "LAUNCH" to receive a discount before January 1.
Ultra Engine is a huge leap in technology that provides a new future-proof foundation, while keeping the strengths and general design philosophy we developed in Leadwerks. There were many major underlying changes made to create a better development
Back in July, I set out to create a base for creating a version of Cyclone with Ultra Engine. I've gotten a lot of feedback from the release and started to conceptualize ideas on how to prevent or limit on making the same mistakes.
One major goal I had was to compartmentalize the system. This should just exist on it's own and game code should just lay on top of this. This was possible thanks to the event system which cuts down on the number of pointers that need to be passed. Components can
At long last, the engine that felt like it would never be done is here. This is all the result of an idea I had and wanted to put to the test. Of course I never anticipated it was possible to deliver a 10x improvement in rendering performance, but here we are with the benchmarks to prove it.
Research & Development
The last four years of research and development were an opportunity to rethink and redesign what a game engine should be. Along the way there were a few ideas I had that
Hello!
This blog was created in 2012, but here I am resurrecting it. The option to create a new blog disappeared when I deleted another old blog that had no articles.
Anyways, please ignore the previous entries, because they are really old and outdated. The code shown in those blogs do not work with LE 4, and I don't even think I have the engine that was released around 2012.
To catch up a bit; back then I ended up doing contract work with various game engines, then getting the jo
With the new engine coming along and me noticing limits with Cyclone's current architecture, it's time for me to start thinking about the mistakes I've made and how would avoid repeating them with the new engine. Luckly, Ultra Engine is far more flexible than Leadwerks thanks to smart pointers and the event system. I wish to share some of my plans going forward.
Log, Log, Log Everything!
I personally never look at my log files. I instead look at the CMD output and the debugger to see w
Attention: The addition of our custom model file format has changed the way this system works. Colliders are now saved into the Ultra MDL file.
I haven't been blogging much because I am making so much progress that there would be too much to cover. In this article I will talk about one little system I spent the last week on and show the improvements I have made to the workflow over Leadwerks.
In the asset editor, when the root of a model is selected, a "Collider" field appears in the p
Not long ago, I wrote about my experiments with AI-generated textures for games. I think the general consensus at the time was that the technology was interesting but not very useful in its form at the time. Recently, I had reason to look into the OpenAI development SDK, because I wanted to see if it was possible to automatically convert our C++ documentation into documentation for Lua. While looking at that, I started poking around with the image generation API, which is now using DALL-E 2. Ste