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Marcousik

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Blog Entries posted by Marcousik

  1. Marcousik
    Here I want to present what the "Tower game" is doing becoming !
    I got the idea to make a relaxing puzzle 3D game where the player will have to find/build/assemble different elements to discover arts.
    Here a picture I found that inspired me this:

    Now, I made a little demo video for this, I found the experience somewhat meditative, looking at this floating colorfull infinite world and listening to the sounds. You can turn the music off and listen at your own or just let it plays as it is. I hope you enjoy !
    (Music from Flaer and Bliss)
     
  2. Marcousik
    Hey
    I know you can use for this the nice shader of Shadmar, but now if you want to try something else,
    This is somewhat like you can obtain if you use a big light sphere rounding around the player. I speed up the cycle quicker for the video to see all the day/night.
    I used the directional light rotation for the shadows, the color of the sky-sphere for the colorourfull effect and the color of the directional light for the luminosity, getting the no shadow night light.
    Clouds/rain has been hidden to see better.
    Here is a demo:
     
  3. Marcousik

    Offroad car simulation
    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!
     
  4. Marcousik
    I really wanted to use the spline tool to make roads because it is a powerful tool but it has a big inconvenient: It builds the spline as you want but then moves the terrain to pass it to the spline - this sounds first ok but using this especially on big maps, you end up with a terrain that shows artificial big too sharpened contours and hollowed areas where the road is going through.
    To avoid this problem, you have to place a lot of spline pivots and nodes very carefully on the map, following the actual terrain movement. This takes hours and the result is disapointing if you forget one hill, it will shows this ugly sharpened cutted unnatural shapes.
    That 's why I want to build a tool that operates on the terrain but with the feature to pass the roads to the terrain and not the opposite.
    It should operates like a bulldozer does: Moving on the hills (and not cutting them!) the bulldozer builds a large passage practicable with a car.
    Here in this little demo, you simply need to throw 2 pivots on the map - no matter the height where they are placed - and the script calculates the rest:

    TEMP 2020-08-09 00-29-31.mp4 Script function for a straight road looks like that
     
     
    2) Building curves:

    TEMP 2020-08-15 23-14-38.mp4 Code for curve looks like this:

     
    Showcase: Just tell the editor where the roads has to pass through to get this: (placing a few pivots)

    TEMP 2020-08-18 23-51-21.mp4  
    3) roads junctions are done ?
    Always keeping the simpliest way:
    With 3 pivots in the map, the script automaticly  generates the first road segment with 1 curve. With 3 others pivots in the map, it builds the second road segment with 1 curve too. Then only add the second road segment as junction entity in the first road segment script property and the segments will be correctly calculated and attached together:
    4)  Texturing the roads:
    The textures will be drawn between the little sphere, creating surfaces and vertex in an appropriate way.
    The surfaces have to be joined ttogether from one road part to the next. Then only need to be shape.
    Well the first road is done, throwing 2 * 3 pivots on the map, where you want the road to go through, then attach the 2 road segments together with drag and drop property entity.
    More is not necessery to do...and the script calculates the rest, here a little showcase of the road:

    TEMP 2020-08-27 11-46-04.mp4
  5. Marcousik
    I'm still spending hours of tests, changing and seeking properties to obtain the best balanced car driving experience possible.
    It's something between the mass used, the joints values, and the smoothing force. 
    This until now the best I get with a car, which is even performing a salto jump at 2.30 and other somersault crashing at 3.15
    The FPS are nice, I'm happy with this.
     
  6. Marcousik
    Example:

     
    I could strangely find nothing about terrain generation from script except for LE5... 
    So here is an example that will run with LE4.6 on how you can generate 2 little  hills on a terrain and paint it from script. Can be usefull for games with random generated landscape.
    The script I modified is from here: https://www.leadwerks.com/community/topic/15715-minimap-generator/?do=findComment&comment=104697
    So first install the minimap shader to run this:
     
     
    You can only handle 4 layers from the script: 0,1,2,3. More will have no effect.
     

     
    > Add this to create vegetation:
     
  7. Marcousik
    That's what I obtained for driving experience with 4.6.
    For me it's ok, just the distance of the wheels to the cars are growing too much while getting speed.
    Sounds have to get upgraded too
     
    I add a video that show car driving possibilities in the down-scaled world I want to create with an own scaled character controller. The idea is to obtain with this a bigger world lol
    So everything is under scaled, the car too.
    It's not GTA 6 but it's very ok for what I expect because I like when the car you drive is shaking on the road, as too much polished is not realistic enough, as you could not feel the ruggedness of the world you are playing in . I think the cars in gta 5 are definitvly too polished as you cannot reverse them for example, making the game a way too sanitized.

     
     
     
     
    Progress of this update 02/2019:
     
     
     
     
     
     
     
     
  8. Marcousik
    Using joints Hinge()
    Joints are funny and powerful to build machines. They allow to use mass (gravity), different masses on different part of the machine depends on what you need, frictions, and limits.
    By this machine, the only enabled motor is the first big oval cylinder, which is turning. The rest is articulated with disabled hinge joints.
     
     
  9. Marcousik

    Offroad car simulation
    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
     
     
  10. Marcousik
    This little game is here free to play:
    https://1drv.ms/u/s!AiVBgjDAyIXLs1khcglU6UKFbI_4?e=4oK8Sj
     
    1] First step:
    Adapting the Spline tool to build what we need: 
    I combined some of the possibilities that offers the Spline Tool (great thing) to obtain all this in one:
    - Cars align and follow the roads (rotation)
    - While using Physics, and so collisions
    - While using reverse travel (cars go back on the road)
     
     
    2] next step: 
    - We need speed cars in this game, beautiful , well smoothed, and challenging that can drive a few rounds on a loop racing road, here it is:
     
    I'm just thinking there is no way to overtake this car ! So we have here a nice challenging game.
    Next step will be build a playable race car, maybe able to overtake this.
     
     
    3] Playable speed car
    this video shows a little playable demo challenging 3 cars, here  I only get the second place:
     
     
    Last step should be adding Speed infos, Time needed, best time, the place..
    4) Here I managed a player interface to get informations like the speed and the place at which you are actually driving.
    A little bit car optimization, and here is a little funny challenging game. 
    Next step should be adding options like choose your car model and colors, sounds, music, how much players...
     
  11. Marcousik
    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 results.
    The slider joints that simulates the dampers are now using SetSpring() combined with Motorspeed(),
    The frictions of the tires have a responssive adaptation to the controls,
    The dampers are now much more heavier than  I was used to use,
    Kynetic energie and inertia forces are integrated to the controls so the car has its own behavior too.
    I believe I can get it more smoother than actually it is, but it is a completly new way that awaits to be tested.
     
     
  12. Marcousik
    I'm trying to build a beautiful open world on map size 2048, where the player will have the possibility to play as a Street vendor, transporting and selling goods through the world.
    The world should be an unhabitable zone. Unless you have a shield.
    You will have manage your reccources between buying and re-selling goods, develop yourself with better vehicles, develop a little shopping industry, little bit enigm or fight to provide the shield.

  13. Marcousik
    I focused my imagination on game art, trying to create a beautiful world where players may want to explore and drive.
    The first quest could be: Find a way out of the forest.
    Here is a little showcase of what I made:
     
    Edit: 27.04.2020
    The goal was to get the better I could out of a 4096x4096 map, after months work trying all possibilities I obtained a good decor and great area for an offroad game.
    Performances are a bit slow but so much models was added - I never thought I could obtain this until I found that the shapes and the collisions are slowing the map extremly and did ruin the positive effect of using SetViewRange(Far) or (Medium) on the models to get better performances.
    So I developped a method that removes the shape and add them to the models that are only near the player, in a dynamic way. And now almost an infinity of models can be added ? And all the trees or the stone can possibly get a script to be cut down or harvested or whatever. Each model stays unique.
    So this density could be possible:
     
     
     
  14. Marcousik
    January 2021, work progression showcase random generated world vegetation, FPS=30
     
     
     
     
    [I] -  THE TERRAIN; VEGETATION AND WATER:
     
    The map is 4096*4096
    The landscape is randomly cast: Painting & vegetation.
    At the end of the video, is a demo of the waves shader I could write using the leaves.shader on the water.shader.
    The shader is in the workshop for free to use. It is far not perfect but it adds a good animation for ocean water.
    https://steamcommunity.com/sharedfiles/filedetails/?id=2182253514
     
    [II] - THE CARS PHYSICS:
    In the game the player will have the possibility to drive different cars: Motos, Jeep, rapid cars,  heavy PIckup, trucks.
    All vehicles will have upgrades to buy or loot.
    That means not all vehicles will be able to cross a hill, depending on how heavy or how upgraded th car will be.
    So first challenge will be to find a way in the world.
    Here is a little showcase of a climb simulation for an heavy jeep (the model should rather be a heavy truck but that is not done yet), that fails to climb an abrupt mountain:
    You can see the speed of the vehicle depends on how straight the slope is be taken.
     
    thx for watching - feel free to comment, critic or advice.
     
     
     
  15. Marcousik
    > Work in progress
    > The road tracer tool is  for now without bug; I added debug messages that prevent a bugged road to be generated - so it asks now to modify some values instead of generating the bugged road.
    > Water waves are smoother.
    > New feature: Driving in mud.
    > I'm thinking about adding a speed or friction penality if not driving on roads.
    > This little demo was recording on map 2048*2048
     
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