[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.
[II] - THE CARS PHYSICS:
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, follow
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:
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 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:
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.
Here are a few thoughts about finding the best way to create a dense forest, with different models, quickly, dense and allowing good performances by walking and driving.
I first try with the vegetation tool. https://www.leadwerks.com/community/profile/15151-marcousik/?status=10763&type=status
I got good results but not by driving and I find that the collision checked causes the lost of 40 FPS (from 60 by to 20) making the game unplayable.
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.
This little game is here free to play:
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:
Workshop car "Turbo car for Le 4.6 free" - Uploaded in the Workshop
Better optimization for the workshop car released. And possibility to custom the car, feel the difference of the configuration when driving.
For Le 4.6. with world:update(4) added to the main script
Here is a demo video about the new optimization:
Here are the properties that allow to change the car:
- The Drive Factor makes the car drive feeling more or less heavy: With a
Finishing this today, I'm happy to publish this: https://steamcommunity.com/sharedfiles/filedetails/?id=1662222417
The car is funny to drive, the prefabs is ready-to-use but feel free to change the script variables to test it.
Drop the prefabs in the map, it uses the classical FPSPlayer from Leadwerks.
The car is based on joints: 4 wheels, 4 damper and 2 Hinges for the directions.
The script incorporates smoothing damping modifications to get the car stable; modifications on
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
Working out of this subject:
I tested a script for a simple "GoToPoint()" function for a customizable character controller for NPC. This may not be so good as the implemented LE character controller with classic navigation system but it could be promising to use it in open world (so not in much corridored dungeon game!) where the the NPC should crawl or swim or whatever do things as for example underscaled world (thats what I am actually interested in ?)
The NPCs are using an "
I worked today on publishing a version of the drivable car workshop item for Leadwerks 4.5
free to use, works with the FPS player controller. Here is a demo:
I'm just happy to get this work here is a demo:
This is actually better than driving in 4.3 because cars are now able to jump or crash without experimenting crazy rotations or whatever ?
Here is the script to make this:
> Here the values I used:
> And here what changed: Is written in dark:
-- Construit les amort
Little demo I made about driving in Leadwerks 4.5 with "self-made" vehicle (well the model is not from me)
How to make ? -> https://www.leadwerks.com/community/blogs/entry/2216-simple-car-improved/
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.
I'm happy with this because I spent a long time in testing how to make rain without slowing the game too much.
I wanted the rain to have "splash" effect on the ground and to stop correctly as the player could stay under a roof or hides under a big stone etc etc..
I got big problems with collision testing and very low performances when using the shaped vegetation tool.
Now that's fine, because I do not use the collision anymore, saving much performances.
Here is a little demo:
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 pl
This is a simplified change of this workshop item (so credits go there!)
A few changes I did:
1) the water.mat:
changed Diffuse color (64,64,64,64) + refraction shader
2) The script, simplified, like this:
Add this script to a box, cylinder, what you want...With the water material up there added.
And here the result