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Marcousik

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  1. View this video Description 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.  
  2. 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.
  3. Thx a lot for this. Well this would change completly the structur and concept of what I wanted to do but I see the enorm positiv effect that it only generates what is needed. The map 4096x4096 is big enough for a car game but a way to heavy to be filled correctly - I mean no way to have a game at 60 FPS. With this technic of procedural it could be possible to have infinity, persistence and performance. If we could generate more than one terrain on a map you could use this perlin noise function on little terrains used as chunk, it woulld allow you all terrain functions.
  4. Very interesting ... I never thought about this. So you are generating the terrain depending on the height map, is that correct? Would this run with an open third person cam game typ? How do you do that??? what do you mean exactly? I never had problems with cam and player. I know the terrain is not infinite and over the choosen map size, things become to disappear. BUt 4096x4096 is big enough if performances stay ok, isn't it
  5. A procedurally generated map could be the only way I could recover a bit more FPS.. So that means a lot. But in open world like I want to keep for such cars games, the view distance is most important in balance for both quality and optimization. Occlusion culling is not sufficient to keep a game fluently, the not rendered objects in the world should be hidden() to get a really positive effect and get the possibility to add so much things in the world as you want without having performance issues. But there are things in an open world that have to remain persistent or your world
  6. Yes nice the problem with adding complexity and features like this is at the end FPS = 10 For this we need LE 5 or a powerful engine. With LE 4.6 you can really make everything but by setting all features together on one map you will encounter big performance problems I think Avalanche made such good games like mad max or just cause. They could have continued with such off-road pursuits game but now they make games like Generation zero or Jurassic Shooter
  7. You mean that.. There is the spline tool from AggrorJorn somewhere that is very nice too, only that it cuts the hill instead of placing the road on them.
  8. Yes I'm misin gthat too. I begun tracing png decals on the ground under the tires but I became difficulties by calculating the curve the tires do when drifting so it waits to be continued. Here is the thread about this:
  9. Still researching a good car simulation script with LE 4.6, so what's new: I changed some important parameters of my car script to make the car more nervous, better responsive to the world, rapid and giving more feelings and more controls by driving it. Maybe it is not 100% what man can expect but it is now more fun to drive and that's important. The car now calculates and integrates both the forces coming from the world and from the player commands, That means it checks the slope movement of the ground, check its own rotation and adapt its own position depending on the r
  10. I can imagine that this for you annoying effect could exactly be desired in another case/game; I mean that the player controller physics reacts to a moving ground, like for example rolling stairs have to accelerate the speed of the player movement going in the same way. So it is really difficult.. Did you try to remove the gravity? SetGravityMode(false)
  11. Really not sure but maybe you could try with resetting the friction force to 0 or just reducing the forces SetFriction(0) https://www.leadwerks.com/learn?page=API-Reference_Object_Entity_SetFriction
  12. I think to build a infinite world you should leave the player in the center of the world, and move the world around him, or somethin g like that .... Or re-center the world on the origin after the player moves > 500
  13. What now? Is this solved or not? I played a lot with 4096x4096 maps with a lot of models and never got an issue, so this is strange... Maybe I don't understand this. So you say the player + shadow disappear at the edges of the map? Is that correct?
  14. Ok this has no sense just use Joint:SetAngle()
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