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Comments posted by Slastraf
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42 minutes ago, Marcousik said:
Mm..So it would run through a tree, wouldn't it?
I encountered that problem by trying to write an own player controller
You can avoid them by setting nav mesh obstacle on the tree. Right now it would place foot behind and in front of the tree. Theres a few ms where the leg is inside the tree but not so bad. You can animate tree moving so it looks good
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Just now, Marcousik said:
Ok...
I just wonder how it manages collisions without mass...
It has no collisions. It puts it foot where there is any surface.
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14 minutes ago, Marcousik said:
Ok ^^
Then I will one day try it with joints, could be funny too.
But how did you manage the physics??
Do the legs have a Mass ?
They don't have mass. Their rotation is calculated every Physics Update. I used an inverted square function (as height) to simulate taking a step .
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Just now, Marcousik said:
I had the idea to make something like that too ^^
Is this built with joints ?
Can the machine go faster?
It is entirely procedurally animated with SetRotation(), no joints.
It can walk infinitely fast if you want. You can specify foot height / stepsize / footsteptime among other things. But if you use bones instead of just models then the whole thing gets a lot more complicated so I try to rewrite it to use SetQuaternion instead. Might take a day or two until I put up a script. -
1 minute ago, Marcousik said:
Well all the challenge for this is to make the terrain seemless like a good texture that can be puzzled together, right?
Maybe it is possible for FPS Open world to make the world infinite with water as connection between 1024*1024 Isles ? And Bridges... Maybe, to try.
I am coding the texture generation right now. It should be fairly doable.You can generate anything with gradient noises like Perlin Noise which is used there. Biomes, water, tree/bushes/stones placement etc.
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37 minutes ago, Marcousik said:
Very cool..
Would that run ok in 3D view FPS or are there restrictions?
Would this system run ok with bigger Terrain tiles?
I have not tested its limits yet, there are only 9 chunks at once in the world. I imagine a good view for fps would need at least 16-30+ around the player for viewdistance. Or you could make it horror themed and add fog. It was intended for top down gameplay like in Dont Starve. You are better off with usual Leadwerks terrain. You can put in height maps there too, and tile them over different levels with entertriggers to exceed the max terrain size, and have all the terrain optimization of Leadwerks.
21 minutes ago, awgsknite said:Awesome !
How do we obtain it ?
When this system gets furbished further I can put it into the workshop but have never tested it with c++ files.- 2
Cyclone Wall Launch Auto-Look
in Work in Progress
1605 5Posted
This game is going to be liked by speedrunners