Using the new unreleased Beam Instance to replicate laser bolts from Star Wars & Star Trek
vs (Battlefront 2):
…Or in Star Trek
Using the new unreleased Beam Instance to replicate laser bolts from Star Wars & Star Trek
vs (Battlefront 2):
…Or in Star Trek
Ah, I should hope so. I was wondering for what purposes a mirrored database on raspberry pi’s could be used. Syncing environment data across drones for example?
well as for storing anything on my pi’s, i can store all sorts of smaller more personal things with multiple copies, like receipts and income for budgeting/analysis i suppose.
Where can i go to try that?
OMG ITS ACTUALLY A THING NOW! About time tbh.
It’s disabled by an FFlag in Studio.
I’m gonna give you guys the first look at something I’ve been working on before I post it elsewhere:
I present to you, the hover car. Dynamic smooth camera, robust hover car physics capable of doing flips and tricks.
The future is here.
This is interesting… I was wanting to work on a wipeout -styled game using similar “hover cars” or whatever they are, but making tracks was a pain so I kinda left it be
Really nice car model too!
https://i.gyazo.com/b17a41696efa5b701e98a717393a4ffd.mp4
Super lightweight explosions, cuts out the middle man and only detects other objects that have a TakeDamage Bindable.
The computers and Barrels are modelled completely differently, but are considered the same class.
60 FPS.
Nice effects
Still not overly happy with it, want the explosion to be a little more visceral, will probably work on a cam shake for it down the line
Added materials and normal mapping to the low poly, totaling around 2,500 tris (which is not a lot considering it was about half a million tris before this).
Unfortunately the star and boarder right below the clock face would not include itself in the normal map so Im gonna have to do some hacky stuff to get it included in the final bake, but this is really exciting.
…and whatever you do dont look at their faces
Importing Source Engine Displacements.
Getting this to be accurate is ridiculously complicated, but I managed to pull it off !
Really exciting car physics, the harder part comes now as @Elmuowo also said, the tracks are the real challenge to face now! DON’T GIVE UP ANYWAYS!
Made a little script to make my map making progress smoother. The annoying part after a map is built is having to rename all the different parts, which sometimes involves selecting certain parts and avoiding others. Screw that. The script runs through the map and separates it into every segment I could want to select individually, allowing for easy recolor/changing material/renaming. In the end of the gif it shows you the separated segments.
Neat!
I’m assuming you used some sort of modified flood fill algorithm?