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Roosevelt posted:looks good m8 the secret is cycles + filmic color space + principled BSDF shader, it makes anything look good blender guru on youtube has videos on some of these things which are useful if you ignore his plugs for his $200 rock packs or whatever
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# ? Sep 2, 2018 03:05 |
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# ? May 2, 2024 03:40 |
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animist posted:hey look, lovely caustics this is the kind of poo poo I live for what are you using for lighting?
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# ? Sep 2, 2018 09:04 |
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# ? Sep 2, 2018 11:37 |
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tfw youve totally run out of tricks
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# ? Sep 2, 2018 11:43 |
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echinopsis posted:tfw youve totally run out of tricks thats pretty much my first thought every morning, though assuming I'm lucky enough to be able to think before noon
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# ? Sep 2, 2018 12:54 |
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echinopsis posted:this is the kind of poo poo I live for cycles + filmic color space with a big ol' sun lamp, like brightness 10 filmic can handle really big brightness ranges so i like to crank them up
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# ? Sep 2, 2018 15:11 |
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animist posted:hey look, lovely caustics Q*bert remake looking good!
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# ? Sep 3, 2018 01:11 |
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@#$!
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# ? Sep 3, 2018 01:42 |
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Schadenboner posted:Q*bert remake looking good! Qbert 3D.... 2
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# ? Sep 3, 2018 02:10 |
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Cool
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# ? Sep 8, 2018 03:02 |
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the wet stone looks real good imo
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# ? Sep 8, 2018 04:37 |
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gently caress the lomarf car invest in the rodrally car
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# ? Sep 10, 2018 11:01 |
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I have a hankering to make a kind of isometric rally game a bit like skid marks on the amiga i mean, make it to a basic level and give up on it. got the car. the more I think abuot how to apply the physics the more I realise I won’t get very far at all lol. but gonna boot up ue4 regardless lmao
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# ? Sep 11, 2018 08:36 |
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aah skidmark i remember playing it with a friend with two Amiga linked with a super crappy null modem cable i had soldered myself the netcode was sending relative movements instead of positions and since it would lose a bunch of data and there wasn't any proper communication protocol the other player always ended up completely out of sync me, at the finish line: what the hell are you doing friend: no what are YOU doing I crossed the finish line ages ago
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# ? Sep 11, 2018 09:08 |
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my god sometimes I forget what a fuckin hassle using ue4 is I mean I get on with that program quite well, once you get over the initial insane bullshit. can't help but feel like it's because it's set up as if it's the first time youve ever made a game, every time. probably not a big deal except I start from fresh so often when I do use it lol
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# ? Sep 11, 2018 11:51 |
echi si your boy a forward, becasue if not https://www.youtube.com/watch?v=zbYAyalgjsE
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# ? Sep 12, 2018 02:47 |
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well too young to have real roles but played as a forward last season, but gonna play soccer next year 🤷♂️
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# ? Sep 12, 2018 05:21 |
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https://twitter.com/rodtronics/status/1039752710210367494
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# ? Sep 13, 2018 00:33 |
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ok so im not an expert on car physics and my knowledge of physics simulation is pretty superficial but basically when an object is moving it experiences both a linear force and a moment of rotation (aka torque), which is basically a rotational force applied at its center of mass https://en.wikipedia.org/wiki/Torque the wheels apply linear forces onto the car which result in creating a moment of rotation on the car itself depending on the orientation of the wheels
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# ? Sep 13, 2018 01:16 |
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friction allows the steering action (rubber on pavement), the effect of steering on associated objects (the car, stuff inside it) is centripetal force, which will "push" them on a line perpendicular to the line between the car and the center of the curve here is an page that gives digestible details http://hyperphysics.phy-astr.gsu.edu/hbase/cf.html Taffer fucked around with this message at 01:25 on Sep 13, 2018 |
# ? Sep 13, 2018 01:21 |
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hmm ok. will study this problem is do i work *with* the physics in ue4, or override them completely. because i cant make a tire as such, have it spin and work, the real time isn’t that accurate. so i need to manually do things like check if the tire is touching and only apply force at that point . so far also pushing the car at the front side to side isn’t twisting the car 🤔 and i also have no idea how to apply brakes. lmao fun challenge tho. just wanna make a cheesy top down racer that incorporates drifting somehow game idea is : you have to beat your own time on a track 5 or 10 times to get to next level or 20 times to get achievement etc beating your own time is the best. gran turismo 2 got rid of individual track times per track (probably coz bigger save games already) and i really missed trying to beat my own best times when you beat yourself .. you win
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# ? Sep 13, 2018 02:10 |
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would unity make more sense for what you're making? there are vehicle packages and all that that you can use as a starting point
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# ? Sep 13, 2018 02:55 |
echi dont write the physics engine
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# ? Sep 13, 2018 04:25 |
The Something Awful Forums > Discussion > Serious Hardware / Software Crap > YOSPOS > imagine if you decided to learn a bit of unity
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# ? Sep 13, 2018 04:27 |
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The Something Awful Forums > Discussion > Serious Hardware / Software Crap > YOSPOS > echi dont write the physics engine
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# ? Sep 13, 2018 04:30 |
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Taffer posted:would unity make more sense for what you're making? there are vehicle packages and all that that you can use as a starting point what the gently caress man??? i can’t code at all in c++ game engines ue4 lets me do everything with pin dragging and nodes. there isn’t a single line of code i wrote in the entirety of rodrocket Skim Milk posted:echi dont write the physics engine lol maintaining velocity and updating position every frame is easy. got force? add to velocity regardless i’m going to have to be doing poo poo like applying counteracting forces per frame to get poo poo to handle like i want. it’s cool. the end result will be poo poo but also unique
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# ? Sep 13, 2018 04:43 |
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just change the heading dont add extra force
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# ? Sep 13, 2018 06:20 |
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hmm yes but a] does that allow for drifting? or at least oversteer (proper drifting prolly too hard to control) b] rotating the body won’t change the heading, so basically rotate the velocity. guess that would work but will drive like on tracks im mostly pleased because this has brought up so many more issues that I could have imagined. it’s good on gran turismo they had this circle of friction. so you could push force into the tires forward and backward, and while you stayed in the circle (imagine an x,y axis with y being force and x being steering) you had friction. you can steer left or right, up to a certain amount, without losing friction, if you stayed in the circle. combine forward acceleration and steering and it’s far easier to get out of the circle and lose traction the nature of what i am doing kinda involves me modifying friction on the tires depending on what they are doing. like manually finding out force at point of contact and modifying friction. but without actually having a spinning wheel and essentially sliding a mesh across the ground and faking friction by applying opposing forces when called for a real mess. lmao. shame also won’t get chance to work on it till sat but nice to have a project and reminds me how much fun ue4 is
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# ? Sep 13, 2018 06:59 |
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# ? Sep 13, 2018 07:01 |
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and i guess like a car sliding sideways, locked wheels have lower friction, but sideways sliding without locked wheels sort of looks like slowly turning wheels as far as friction goes? or maybe effect so small doesn’t matter. regardless no wonder racing games are a thing prolly easier to recreate lotus 2 turbo than skid marks
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# ? Sep 13, 2018 07:03 |
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You may want to consult the gamedev thread
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# ? Sep 13, 2018 07:07 |
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well yeah that would be a good idea but that’s barely the rodtronics spirit
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# ? Sep 13, 2018 07:55 |
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how true to nature are the physics? I mean if you put in friction of the surface and wheel, mass and all the rest of it, it should be as easy as turning the wheel. when you write your reply keep in mind i've never even looked at game engines
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# ? Sep 13, 2018 08:23 |
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somehow i doubt the physics simulation models the deformation of the rubber as the tire goes around a corner, so you're definitely going to have to fake the forces involved instead of just relying on the physics simulation
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# ? Sep 13, 2018 09:15 |
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can you make a bong with realistic bong water and weed smoke
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# ? Sep 13, 2018 10:25 |
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could you kick up the 4d3d3d3?
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# ? Sep 13, 2018 13:59 |
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just posting to say thanks for this thread echi, it is good, just starting from page 1 but when i catch up i will post some extremely rendered pictures or animations.
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# ? Sep 13, 2018 14:56 |
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you’re very welcome i hope to see some extremely rendered images and or animations in my future Boiled Water posted:how true to nature are the physics? I mean if you put in friction of the surface and wheel, mass and all the rest of it, it should be as easy as turning the wheel. well a while ago i made this https://youtu.be/mKCP08e44b4 and i did that there by just adding a rotational force to the balls which acted like wheels but at any kind of speed it became extremely unstable, perhaps that’s what real life suspension does idk i suppose it exists for a reason: plus by being feel wheeling spheres i avoided a lot of these other issues i’ve been mentioning in fact in that one to turn the vehicle i would apply rotate the front wheels left while back ones right to turn left, but i realised that this made the vehicle turn but not change direction so even then i had to work out a way to apply an opposing force to make it actually go around corners lmao
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# ? Sep 13, 2018 20:20 |
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omg i forgot about rodrover and now im way more pumped for rodhotrod
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# ? Sep 14, 2018 00:56 |
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# ? May 2, 2024 03:40 |
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meanwhile in the game dev thread:asmasm posted:I launched my store page today and made this video:
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# ? Sep 14, 2018 09:11 |