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Comments posted by Marcousik
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Nice. Velocity means adrenalin and adrenalin means good fun ^^
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Really cool, Will you make a blog / tuto on this ?
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Here it continues after the crash
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Mm..So it would run through a tree, wouldn't it?
I encountered that problem by trying to write an own player controller
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On 4/15/2021 at 10:52 PM, Slastraf said:
They don't have mass.
Ok...
I just wonder how it manages collisions without mass...
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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 ?
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If you permit it, I share here a passed blog entry about creating terrain from a lua script.
I found a few mathematical possibilities to simulate the perlin effect and to create a 3D hill but it has the limits that you cannot make the hill high as you want, without that the base will become somehow buggy.
Maybe you can share some of other tricks to get it done...
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I had the idea to make something like that too ^^
Is this built with joints ?
Can the machine go faster?
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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.
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Very cool..
Would that run ok in 3D view FPS or are there restrictions?
Would this system run ok with bigger Terrain tiles?
Scripting a shader texture movement!
in Work in Progress
1129 2Posted
Yes that would be great for a game with main >90% terrain=water like sea of thieves for example. And the pick capture will run yes, on the terrain.
But I see 3 limits in this:
> The limitation to one terrain for one map: So your game must be >90% water like sea of thieves maybe?
> The Collision: Terrain collision is hard, I suppose water is should be soft; maybe you want to allow the player to plunge and go down in water, actually I used the terrain as "debug" for the simulation; once it runs ok, I want to use only the equation for calculation so it could be more appropriate for water to use AddForce() I don't know that is the next step, not done yet.
> Performances: For terrain we have to check all "terrain points" and levelled all of them with
the right wave altitute * time so that it simulates those waves movement, using:
This runs ok with little terrain like 64x64 but for 1024x1024 it becomes a problem.
That's why shaders are a way magical more appropriate to simulate enorm surface movement so quickly; like I became the feeling by working on this that (I cannot demonstrate anything):
ex_vertexposition.x <=> for x, 0, 1024 do
ex_vertexposition.z <=> for z, 0, 1024 do