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Everything posted by Marcousik
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No it absolutely does not. (but thx for helping) it only works if I add this absurd Wind lines As I said it is not a big problem, only annoying because not really to understand. Here is a WIP showcase Part 2 for mud shader:
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Yes that sounds logical. But without those "wind" lines, the shader is not perfect, it breaks by rotating the camera, at some point, some of the mesh springs out and flickers. Adding those lines solve the flickers 100% ! This is not a big issue but I can't understand why. It is much more crazy; this is the difference by just changing a number of the wind line: I set a 2 instead of 4, it is immediatly broken: with a 4, it is perfect INcredible, somethinng is wrong but Idk what
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@havenphillip and @ all interested in this On this topic on how to perform or animate traces on terrain especially water, mud or foot step, I worked on a your shader havenphilip And here is what I obtain, playing with variables and shader equations: And here is the shader Now the stuppid thing that I don't understand is : I set the wind effect with the condition if (vertex_position.y > 100.1) I actually used this to stop the wind effect to be seen, but/so why I can't just erase this wind? Because if I erase the wind, the shader becaomes just mess ! I just don't understand why??
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That's the point. I think a nice idea are games that give the gamers the possibility to create their own part, as part of the game; like for example The elder scrolls with the creation kit. More and more players don't play the game just have fun customing their own version.
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Hey Alienhead that looks so really fun and cool, after I saw a few thing you made, I have to ask: are you some kind of professional game maker or just incredible good inspired? Or a future professional game maker ?
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Nice effects. Is there here a tuto or tipps on how to build the shaking / trembling effects (1.25 in the video) ??
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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 Gravity to false just for this car part... And that's what I obtain: It allows speed until 150-200 km/h, correct behavior by drift, springs, collisions, no trembling. So I'm fine with this, Have fun, thx for watching
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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!
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Really nice, May I ask to this, - how much FPS ingame with all this? - Are your models with shapes? - Which size is the map? (1024, 2048,...)?
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Yes I don't understand that too. It gets solved with camera range. I don't understand, why did you repeat me @sastahai44 ?
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I see in general the release phase very problematic. The market is today flooded with games and I have no idea how people should know about my little game I spent 10 years on and that is not 1/100 so good as Ubisoft (or whatever big studio) is able to do... The market is so flooded that maybe someday gamers on twitch will get paid by a games studio to get their game played ? Who knows. Like to be added to a game pass... Is this a privilege? A chance ? Who pay who to get the game in a game pass? Would you pay to get your game published in the XBOX Game Pass? Even if "normaly" XBOX should pay you for the (copy)rights of your game? Except you do a big add campaign on youtube, but which indie is going to do this, I ask? So to answer your question, the very first question should be before the release plattform choice, how do you want to release something without that it goes forgotten? (sorry for being so pessimistic!) Edit The only real winners in the games industry are those publishing plattforms (steam, Game Pass, Epic...) and ironically those who just do nothing, except relating gamers to developpers. But gamers use those plattform because it's nice presented and there are attractive deals. IMO it ruins the games market somehow evenif I'm too a steam user.
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That's right and so much more before I joined. But I have the feeling the leadwerks community was and is one of the nicest, because never trolling anybody and cool people and so, well sadly a lot of active nice and helpful members are gone, waiting for the ultra engine, or whatever why I don't know.
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Probably not working anymore, as Josh changed the physics - if I good remembered - with Update LE 4.4 And Nick Ace set the cars prefabs from Shadmar as requirement, so probably will the cars not be able to drive, except you go back to build LE 4.3 But yes it might be worth having a look at it for how he managed the simuilation.
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You access to the workshop published items through the LE editor -> Marketplace -> Workshop.
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I would say not too complicated, but it's quite fascinating to look at a good traffic simulation, something between (not) robotic moving with no accident and fluently cars moving, each at its own velocity. There are the rules and then the traffic goes its own way, yes great thing to create.
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Yes there are professional tools created for simulation that are just excellent For Leadwerks, the best is the spline tools, it allows a car to follow the road, including physics possibilities. I made with this a little race car game, that was one of my testing with the spline tool:
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What do you thin k that means copyright free, does that mean ok to use as CC attribution with commercia use?
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I got this: > Option Very High -> GetDetail returns 0 > Option High -> GetDetail returns 1 > Option Medium -> GetDetail returns 2 > Option LOw -> GetDetail returns 3 Try with textured models, you will see what happens
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In-editor Screenshot render tool selecting another view than perspective returns a black screenshot. Is this a bug or I missed smthg? Note: Quick Render runs ok, only render tool buggy
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Just use Texture:GetDetail() to get the answer
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this screenshot was made using 3 different road materials: I forgot to say the camera range used is 0.2-5000 ! With 0.1 - x appears the trembling bug same amount of decals (>1600) / FPS = 53
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Yeah everything depending on the PC configuration, but overall I did a quick performance test and the results are incredible good: That means more than 1600 decals be rendered at max view setting, tracing 6 roads over a 4096 map by 55-60 FPS Video Card GTX 1660 - 6Gb
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How performant are decals? Did anyone have an idea how much of them a map will support (approximativly) I hope decal isn't that heavy because it has no shadow, no physics, no shape.