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Offroad game terrain progression + ocean waves

Marcousik

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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.

https://steamcommunity.com/sharedfiles/filedetails/?id=2182253514

 

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Could add a little bit of fish eye/barrel lense effect on the edge of the screen as the helli moves up to make the horizon look roundish.

 

awesome work

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Very cool.  Not to nitpick but maybe the vegetation render distance could be farther out, especially the bush (which seems to pop in very close).  Otherwise it's already starting to look like parts of a game.  Reminds me a lot of GTA.

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Thx for encouraging 👍

I'm not sure what how this is going to continue. I got for sure inspired from GTA, I have a complete collection of clothes that the character can buy & change.

I added a few weapons but this goes so common; certainly it can be funny but so much do that very well, Gta, Far Cry, Ghost and and and... I would rather go in a peacefully way of driving with music and landscape, making gold for delivering, but I'm not sure where to place the challenge if no gun fight. 

It became so common that someone wants to kill you in a game that it is difficult to think without this

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Very true.  It's difficult to be creative and sell people on it.  But it's not impossible.  Usually it involves combining familiar mechanics in a new way.  Deep Rock Galactic does this very well (FPS, RPG, procedural generation, fully destructible world, etc.).

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On 7/30/2020 at 2:46 PM, beepboop said:

lense effect on the edge of the screen

  •  - That would be great yes, but how, maybe shader knowledge too? A lense would round up the complete screen ?

 

  •  - I cannot augment the view distance of the vegetation, because there is no option between far view and max view range (as infinite). 

            The max view range that seems infinite is not supported with so much models (FPS drops <10)

            But it is possible with shaders to smooth the "pop up" effect of the models. I modify for this each shaders that are used for the materials of the models, using the                    depth camera.z calculation from the groudplants.shader

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