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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 loo
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 "
Here what I obtained for now to get a really sunny atmosphere:
(Using GodRays shader for the sun light effect)
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:
That's just monster truck fun - This driving/vehicle physics is (well I think) definitivly better than 4.3 👍
Here is a speed car with speed boooosst feature (max 50 m/s)
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:
Playing with fractals ideas, I obtain this, just look until the end !
Here more space game art:
hope you enjoyed!
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
Random generated world with towers. I'm not sure what this will be, something like managing how to get and interact with them.
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.
Forest with different models using the vegetation tool:
Demo of a river + waterfall I made today
The last creation I did in a few hours, with Leadwerks, very satisfying performances, love building new atmosphere: