By 💎Yue💎 in The shock absorbers 2Coming to the end of my prototype of a 3d game, and with background music by Hanz Zimmer ( Time ). I saw my progress in many aspects, always something to learn, always something to improve, I didn't intend to make a game, that has never been the goal.
Rather, the effort and dedication immeasurably, was to improve on something learned. And here I was with the powerful leadwerks engine, where his greatest power lay in making everything very easy.
About the project
The prototype is very simple, a third person character goes through a stage, an orbital camera that follows him with many interesting things when scripting. A character who runs, walks, ducks, jumps, and suffers damage when he falls from different heights.
The interesting thing about all this is that just like when you're little and learn to write, repetition is key to learning to program, understand concepts and improve. So as I've always said, you learn to program by programming, although I sincerely think that lua script is not programming, but the experts say it is, so I go into that elitism of those of us who think we are programmers.
The final part of the project consists of creating a death animation, this will be activated when the player falls from a high part and separates the legs (that is very cruel).
But that feeling of improvement is the same that I feel when in the mornings when I have a coffee I solve a riddle of the newspaper, but I don't know when I'm going to stop, it turns out and it happens that technology advances very fast and this continues and continues without stopping. Starting with LE 5, and the only thing that can happen is that I die or that my old computer doesn't work anymore.
Translated with www.DeepL.com/Translator
By 💎Yue💎 in The shock absorbers 1It's interesting that when you become an expert on something, you're not sparing any effort to see how something works, but rather you're focusing on creating something. And so everything becomes easier.
At this point of learning there is a glimpse of a low idea of creating a game, but the secret of all this is to keep it simple and to be very clear that a game is a game, and not an exact simulation of the real world. For example anyone who has a low idea of the red planet, will understand no matter the colors of the scene that is a terrain of Mars, even if it is not very real what is transmitted, a game, that's just it.
At this point I already have an astronaut character who runs from one place to another on a very large 4096 x 4046 terrain that would surely take a long walk. My previous prototype projects involve a vehicle, but I didn't get the best implementation prospect in that time and I always found performance problems in my machine, something that isn't happening with the character controller for a third person player.
As always, I think I'm a scavenger looking for game resources, that's where this community exposes links to websites with interesting hd textures, and one or another model searched on the net, but what I've greatly improved is learning to write code, I have a better workflow, writing Lua code focused on the paradigm of object programming.
Something interesting is the system of putting rocks, all very nice from the point of implementing them. And it works very well with the character controller if you put collision in cube form.
I've been thinking about implementing a car system, I think it would be necessary in such a large terrain, but I think it's not the time, my previous experience, involves deterioration in performance and something I think is the physics of the car with respect to the terrain and rocks that in the previous project involve deterioration in the fps. Although if you implement a car would have an option would be to remove the rocks, but I prefer not to have a car and if you have rocks.
By Josh in Josh's Dev Blog 3What's new
EAX audio effects for supported hardware. Source class renamed to "Speaker". Plane joint for 2D physics, so now you can make Angry Birds with Vulkan graphics. Fixed DPI issues with fullscreen mode. Added impact noise to barrels, fixed Lua collision function not being called. Script functions now start with "Entity:" instead of "Script:", i.e. Entity:Update() instead of Script:Update(). Additionally, four examples can be run showing various functionality. Double-click on the .bat files to launch a different demo:
First-person shooter game. 2D physics demonstration. Advanced 2D drawing with text, rotation, and scaling. Multi-camera setup.