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Everything posted by Yue
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Bar energy... The fundamental idea is that if the player runs, the energy bar is exhausted, if he reaches zero and continues running, his health will be affected. Another bar will be implemented but will be oxygen, when it runs, more oxygen wastes. This ticket is sponsored by Josh's energy drink. xD And it is that thinking about the gameplay of the game, if you find a drink in the field, your energy bar would last longer. ( I am inspired and creative ). xD
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It's interesting that when you become an expert on something, you're not sparing any effort to see how something works, but rather you're focusing on creating something. And so everything becomes easier. At this point of learning there is a glimpse of a low idea of creating a game, but the secret of all this is to keep it simple and to be very clear that a game is a game, and not an exact simulation of the real world. For example anyone who has a low idea of the red planet, will understand no matter the colors of the scene that is a terrain of Mars, even if it is not very real what is transmitted, a game, that's just it. At this point I already have an astronaut character who runs from one place to another on a very large 4096 x 4046 terrain that would surely take a long walk. My previous prototype projects involve a vehicle, but I didn't get the best implementation prospect in that time and I always found performance problems in my machine, something that isn't happening with the character controller for a third person player. As always, I think I'm a scavenger looking for game resources, that's where this community exposes links to websites with interesting hd textures, and one or another model searched on the net, but what I've greatly improved is learning to write code, I have a better workflow, writing Lua code focused on the paradigm of object programming. Something interesting is the system of putting rocks, all very nice from the point of implementing them. And it works very well with the character controller if you put collision in cube form. I've been thinking about implementing a car system, I think it would be necessary in such a large terrain, but I think it's not the time, my previous experience, involves deterioration in performance and something I think is the physics of the car with respect to the terrain and rocks that in the previous project involve deterioration in the fps. Although if you implement a car would have an option would be to remove the rocks, but I prefer not to have a car and if you have rocks.
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Ok, solved here. Sorry. self.ray = self.world:Pick(self.pivotPlayer:GetPosition(true) ,self.pivotCamera:GetPosition(true), self.pickInfo, 0, true,Collision.Debris)
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I have a beam that comes out from the player and positions the camera when at the collision point of that beam. Everything works fine, if you use brushes and terrain inside the editor, but if I carry a mesh, it doesn't seem to work properly. function this:RayCamera() self.pickInfo = PickInfo() self.ray = self.world:Pick(self.pivotPlayer:GetPosition(true) ,self.pivotCamera:GetPosition(true), self.pickInfo, 0, false, Collision.Debris) self.cameraPlayer:SetPosition(self.pivotCamera:GetPosition(true)) self.cameraPlayer:Point(self.pivotPlayer) if self.ray then self.cameraPlayer:SetPosition(self.pickInfo.position + (self.pickInfo.normal/12),false) self.cameraPlayer:Point(self.pivotPlayer) else --self:MoveToPoint(self.cameraPlayer,self.pivotCamera:GetPosition(true),0.1) end end Ray problem mesh.mp4
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Solved. self.cameraPlayer:SetRange(0.001,1000) -- Problem. self.cameraPlayer:SetRange(0.01,1000) -- Solved
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glueit1.06.rar Program to create animated textures.
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My player moves over a scenario of a flat terrain of 1024 x 1024, when this one is very far from the center the shadows present a strange flicker, like tremor and strange effects on the surface of the player. The effect is equally valid if you jump into the void and drop away from the center of the stage. Any suggestions?
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The same thing happens, the deterioration of the slowness between cycles, is when I create a terrain, that's what directly affects that the particles come out reinforced.
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Hello, it's a material created where I put a fx of fire. Yes, if I put it by default continues the same problem. Everything points to the hardware power of my computer, I guess I can't do much. Well, I'm trapped in the prototypes, try it there. Etc. And it's something called a bottle neck.
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My computer es un e8400 intel dual. 3.0 3 gigas ram, and GTX 1050.
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Not. Since it is very slow in debug mode. But it undoubtedly has to do with something of the terrain. When I create a terrain the emitter is affected, and it is more evident if the terrain is in high quality. Although the performance is not affected, only ground particles and player you see the strange thing.
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No, the game barely begins to run, however I have noticed one thing. If I remove the terrain, it works very well, it seems that the ground affects something to the emitter of particles.
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TEMP 2019-11-08 10-58-39.mp4 For some reason the particles have a slight delay, do not come out fluid the only suspect is my slow machine, but the fps I think is right at the moment.
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Any website with FX of fire, water, smoke, for particulate systems?
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LeadVulk Engine...
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Player Script Simple.mp4
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Animation dead on Fragmotion.
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Coming to the end of my prototype of a 3d game, and with background music by Hanz Zimmer ( Time ). I saw my progress in many aspects, always something to learn, always something to improve, I didn't intend to make a game, that has never been the goal. Rather, the effort and dedication immeasurably, was to improve on something learned. And here I was with the powerful leadwerks engine, where his greatest power lay in making everything very easy. About the project The prototype is very simple, a third person character goes through a stage, an orbital camera that follows him with many interesting things when scripting. A character who runs, walks, ducks, jumps, and suffers damage when he falls from different heights. The interesting thing about all this is that just like when you're little and learn to write, repetition is key to learning to program, understand concepts and improve. So as I've always said, you learn to program by programming, although I sincerely think that lua script is not programming, but the experts say it is, so I go into that elitism of those of us who think we are programmers. The final part of the project consists of creating a death animation, this will be activated when the player falls from a high part and separates the legs (that is very cruel). But that feeling of improvement is the same that I feel when in the mornings when I have a coffee I solve a riddle of the newspaper, but I don't know when I'm going to stop, it turns out and it happens that technology advances very fast and this continues and continues without stopping. Starting with LE 5, and the only thing that can happen is that I die or that my old computer doesn't work anymore. Translated with www.DeepL.com/Translator
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I add to the bug report, that if I add the Bloom effect to the scenario in Poss Effects, I no longer have that strange effect.