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Marcousik

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Posts posted by Marcousik

  1. I would say not too complicated, but it's quite fascinating to look at a good traffic simulation, something between (not) robotic moving with no accident and fluently cars moving, each at its own velocity.

    There are the rules and then the traffic goes its own way, yes great thing to create.

  2. Yes there are professional tools created for simulation that are just excellent

     

    For Leadwerks, the best is the spline tools, it allows a car  to follow the road, including physics possibilities.

    I made with this a little race car game, that was one of my testing with the spline tool:

     

  3. Yeah everything depending on the PC configuration, but overall I did a quick performance test and the results are incredible good:

    That means more than 1600 decals be rendered at max view setting, tracing 6 roads over a 4096 map by 55-60 FPS

    20220801111244_1.thumb.jpg.bd45726f63369aff6ca99474ea9bb99d.jpg

    Video Card GTX 1660 - 6Gb

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    • Haha 1
  4. 6 hours ago, Genebris said:

    Have you tried lowering camera far clip / increasing near clip? Just in case this is due to depth buffer precision somehow.

    I don't know about that. Could you give me details, where/how? Function?

    • Upvote 1
  5. Ok maybe? But is that not strange that everything goes ok at the edges of a map... except decals?

    I mean shadows, models, cng, emitters all work fine ,but decals are trembling. I m bit disappointed, it would have built good roads effects.

  6. 3 minutes ago, Josh said:

    I think this is just 32-bit  floating point precision in action.

    Right it is not tembling in the middle of the map, ok.

    But do you know how to fix this? Or that would mean for my game design no roads after range (x,y) ?

  7. I think that a non-subscription modus for Indies is an art of quality garanty for customers, as it says: Look at that big studios which are owning over 50000 $ with our engine-made games. They have to pay a monthly fee, are not suffering for this, and we are stable.

    That means nothing else than "pay our engine first after you get success with it" That's a warranty.

    But the real question is imo which part of the market/customers is Ultra supposed to be attractive for ? Indies or profis ?

    Maybe in a few years will seet Josh confortably with a big success thx to Ultra project and allow Indies to work or try to work with it for free or one-time payment. Who knows.

    • Like 1
  8. On 6/17/2022 at 12:19 PM, Josh said:

    Yeah, I was thinking I could create a bezier curve and turn that into a series of decals that form the road. This will come after the 1.0 release.

    Yes something like a spline tool is a must.. But we should see the spline from the editor, that's the main feature I miss by Aggror Spline system

  9. @havenphillip

    Hi,

    I tried today to get that work but sorry I'm a terrible zero with shader.

    So I just did not get the traces to work as expected.

    No matter if I use one or the second shader that comes with the download.

    You put in the download height.tex and height2.tex, should i use one of them in the material ? Where?

    Maybe you could just post a little screenshot of your material textures view, thx a lot

    Edit

    Got it to work, using tire_height.tex in the displacement slot and the "decal alpha + normal.shader"

    the effect is really cool, will be useful for foot steps too I think! 

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