-
-
Basic FMOD Implementation in Cyclone
Work in Progress - Started by reepblue,
Steam: *Coming Soon* itch.io Page: https://reepblue.itch.io/cyclone Discord: https://discord.gg/Hh7Ss9fWaW Blog Post about it: https://www.ultraengine.com/community/blogs/entry/2732-leadwerks-fmod-studio/ This video shows basic implementation of FMOD being implemented in Cyclone/Leadwerks Game Engine. It's still a work in progress but the groundwork is done.
-
Atmospheric Scattering
Work in Progress - Started by klepto2,
A test which shows what can be achieved with computeshader in Leadwerks. This uses dynamic precomputed 3D Texture lookups based on https://github.com/ebruneton/precomputed_atmospheric_scattering using compute shaders converted to Leadwerks..
-
Jeep crossing hills and mountains - last test
Work in Progress - Started by Marcousik,
That's one of the last car physics performance test for an offroad jeep car.
I added some of bit drifting, completly overworked the turning behavior, that gets smoothed and optimized;
i worked the optimization of the dampers of the car so that the car is dynamically on its way, reacting to the slopes of the terrain, without the player having to be unquiet the car could tilt over.
Next step: I want to add decals on the terrain each time the car driftes.
Then, the game should propose to the player different cars models, each one with its one personality and drive feelings. The player will have to make a lot of delivery to help NPCs with their needings and so earn money to buy new or upgrade vehicles.
Here the video test - record quality is not top
-
Ocean Rendering System (WIP) for Leadwerks.
Work in Progress - Started by klepto2,
A WIP Ocean system for Leadwerks 4 and later for UltraEngine. Features: FFT - Waves (calculated with compute shaders), Reflection, Refraction, Compatibility with the whole lighting system of Leadwerks. You can see that the ocean is affected by multiple light sources.
[Edit:]
Posted a video about the air to water transition, in the upper left you can also see a current prototype of a realtime shore direction shader, which creates a flowmap for the shore foams and later waves.
-
Revamped Cyclone Behavior
Work in Progress - Started by reepblue,
I pretty much had to rewrite my FPS player and Cyclone code but it was worth it!
Find out more at http://reepsoftworks.com/cyclone/
-
Tractor model with trailer attached, offroad demo
Work in Progress - Started by Marcousik,
Testing the trailer feature for Offraod game project,
Made with the game engine Leadwerks 4.6,
Credits Models (Many thx for authors) :
- "Tractor - Farmer's Best Friend" (https://skfb.ly/6RPNK) by 3dsofsan is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/b...).
- "Car Trailer "the Chariot" (free download)" (https://skfb.ly/on8DR) by KrStolorz is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/b...).
Enjoy watching!
-
Base Player Improvements
Work in Progress - Started by reepblue,
I pretty much took my base player code and added a ton of functionality such as soundscapes, HUD features, Input Glyphs, and more.
-
Driving around with the Leadwerks pick-up
Work in Progress - Started by Marcousik,
This video is supposed to show the progression and possibilities of car driving with a new model animated, the pickup that comes with Leadwerks...
The car script was upgraded with tires physics calculation and that got improved in this showcase.
My goal is to reach a fluent and stable and responsive drive feeling for the player to enjoy off-road experiences in Open world.
-
Scripting a shader texture movement!
Work in Progress - Started by Marcousik,
I will make a more detailed blog entry about this because it was an adventure to reach this.
It was all about converting a beautiful shader generated waves mvement in a mathematic function that allows to predict waves forces at a position (x,y,z) , to get for example:
- realistic and not randomly ingame wave shaking effects on a boat, or wood prop or whatever.
- Splash effects or character realistic reactions depending on the wave water level.
This is a little showcase that shows how the terrain is replicating the main shader waves movement.
> The terrain's movements are generated with a script and is rendered in blue.
> The shader is placed to compare a little bit higher over the terrain and has transparency.
-
Cyclone Wall Launch Auto-Look
Work in Progress - Started by reepblue,
The camera will now automatically point towards the direction of the launch with wall Cyclones.