Wow! All of these projects look very good!
Do you by any chance do commissions? I am highly interested.
unfortunately, i cannot take on commisions at the moment due to my tight schedule and my lack of confidence in delivering a good product. thank you
(maybe someday)
was thinking about that but i’d reckon it’d be to hard for me (currently the force is calculated in 2d and rendered in 3d)
thank you
have some memes
The loading screen and procedural generation are really cool? If you don’t mind, can you send the source code for the generation? I’ve been really interested in seeing how that works.
sure, its rather kind of messy if you don’t mind
some info:
i used this for the fbm generation noisemap (modified):
https://code.google.com/archive/p/fractalterraingeneration/wikis/Fractional_Brownian_Motion.wiki
also this topic is really helpful, thanks to 88Swagger88 i am able to render it as hexagons
No problem! Can I see the rbxl file, if you don’t mind? I’m just curious as to how this works in Roblox itself.
its made up of 2 modules, one is the noisemap, and the other is the renderer.
couldn’t really do that cause the place itself has a lot of irrelevant scripts, but i can give you the rbxm file.
That’s completely understandable.
I do however have no doubt that you could supply a good product.
If you change your mind, let me know?
I really appreciate your interest in my projects. at the moment, I’m still sticking with my decision, but if anything changes, I’ll definitely let you know. thanks for being cool about it
- added bafp
- added fps game
(these are old projects)
added marching squares, custom achievement gui, and floodfill
(old projects)
added an approximate time spent to each projects
You are an extremely talented developer. Keep it up!
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thank you! although I may be not as active, I will keep it up
very cool projects
- added ant simulation !!! (uncopylocked place)
u gotta make a tutorial on the Antonomous cars for sure
its still in its earliest stages, and has quite a lot of problems, like manually making curves, fiddling around with the PID controller, etc. I could rewrite the code structure to be cleaner, since its a mess right now; but if you’re wondering, you can just grab a base car chassis model and make a function to calculate the angle of steering (perhaps the throttle as well), then pass it to the PID controller to get the “smoothed” value, and finally apply the steer and throttle into the car
the thing I just explained is the car controller, functions to guide the car towards a certain point. It’s much simpler for the AI, just arrange some road networks. In each intersection, add pointers (ObjectValue or something) to point to the valid networks to merge into. For the traffic light, I made the waypoint turn black whenever the light is red, which signals the car that is currently on the waypoint to stop and wait until the waypoint turns white
(hold on let me go get a rough illustration)
arrows = in-network pointers (pointing to other waypoints in the same network)
blue dots = network waypoints
curves = where the cars can go into another network (green is the focus here, pointing to other networks)
“network” is basically just lanes, you can have a lane until you want to make an intersection, then you have to create another network
sounds kinda hard to tune tbh
how do you define the paths and what are the networks constructed of