What are you working on currently? [2016]

Isn’t that uhh…a lot of wasted screen space with the way its formatted?

It’s just a demo layout, It’s not the final product. I just wanted to make sure the code works.

Place VS concept art once again. I’m getting real close here.

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I got bored in class and made this Destiny inspired render.

The scene consists only out of one sphere and a curved plane. It’s incredible how effective mapping can be.

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The coral is not made by me, I just took the ID from an already existing mesh. On the other side, all the animals all 100% made out of unions, I made them a while ago.

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Sorry, I can’t find Nemo.

Lots of work going into Authority FPS, cramming many many hours into dev atm.
Anyways, here’s a little update picture:

Alpha shall come. Playing with XBOX controller too. Update Video shall come after more significant updates (probably tomorrow.) ( ͡° ͜ʖ ͡°)

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How does your minimap rotate while still clipping to a square?

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Its not a hacky glitch, if that’s what you’re wondering. I manually position and size everything rendered via math

So you’re drawing every line of every shape, 60 times per second? I don’t think my computer could handle that…

Its been tested on low end computers, it really does work quite well. In fact i’ve had dozens of testers and not a single person has told me it was latent (before i even made the ultra-optimizations to it.)

Lowest spec system that ran it (so far) was a 4GB RAM, Core i3 laptop, no problems.

At its worse if it ends up players think its latent despite my tests with the pre-alpha testers, i can have a strict “blips” mode with nothing more than player blips as an option aswell.

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Also I want to just put it out there: This game has had a massive emphasis on optimization from the beginning. You shouldn’t have any problems if you ever get to playing it :slight_smile: (inb4problems)

Well, you’ve inspired me to try. Drawing the lines themselves doesn’t seem to be too intensive, but I haven’t started clipping them to the bounds of the map yet. I’m going to see just how many lines this can be done with before it affects performance…

EDIT: Nope, not working for me. The combined frame processing time for EVERYTHING in my FPS averages 0.00083262648358441 seconds. This minimap system, running 144 lines without even doing any work to clip them runs at an average of 0.0024865118614278 seconds (three times as intensive as everything else combined). There’s not even anything to optimize with it yet, so I’m really skeptical :frowning:

I made this thing, you might find it interesting.

I had a few hours this weekend and started wondering how big I could make the Armillary I was working on before it started killing the framerate too horribly. The answer is “not small”.

The temp CSG models are pretty hideous and there are simple block stand-ins for some things as well as metal bars sticking out with no purpose, but it works. This isn’t the intended use of the Armillary, so I’ll probably not update the place any further, but I find it entertaining.

Also the music is just some version of Holst Planets: Mars that I found in the catalog and it cuts off without warning, if you have a suggestion for something better let me know.

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So i have been working on a compass system and somehow i managed making one with 2 different modes (Circle & Linear): https://i.gyazo.com/619f6656fc3e3dcb14069ac281702a6c.mp4

My method of creating the compass:

So basically what i did is generate a huge circle on world far away from center that the whole workspace is inside that circle. Each dot of the circle is named the current deegre of circle. Then each 90 deegre i named the poles based on that deegre
Then a raycasting function from player’s head that recognises the deegre and the pole transforms it into gui rotation and positioning.

After that i made a fully costumizable compass model for my own game: https://i.gyazo.com/02f7def8f1cfd738aff1bb5806497a64.mp4

So yeah. I am not sure if i should sell it or not, what do you think about it? :3

You could probably just use
Rotation = math.atan2(workspace.CurrentCamera.CFrame.lookVector.Z,workspace.CurrentCamera.CFrame.lookVector.X)

Edit: I like your creative thinking though :wink:

Well just tried that in my situation doesnt quitely work though qx

I don’t see how it couldn’t work in any situation.

Take my orienteering compass for example:
https://devforum.roblox.com/uploads/default/original/3X/1/b/1bf98b4f11f61c24e7c0e162dcb97b7c7989667e.jpg

It uses atan2.

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My technique changes a lot of stuff on the actualy compass scripting that is the reason it doesnt work in my situation well.

You might want to consider using the geometric solution instead of the raycasting stuff for the sake of efficiency.