Last video took about an hour and a half to upload, this one took 6 minutes
In that hour and a half, I managed to implemented jump plates and better looking boost pads using beams, as well as better particles for the engines.
Last video took about an hour and a half to upload, this one took 6 minutes
In that hour and a half, I managed to implemented jump plates and better looking boost pads using beams, as well as better particles for the engines.
Oh cool, thanks.
Got textures to render! Materials, Textures & Bump maps soon to come!
Special thanks to @sircfenner
Edit: Coincidentally thought the colors were a bit washed out and found a bug that caused colors to be incorrectly detailed. Here’s the fixed version!
Edit 2: Transparency from decals is now transferred (look @ ScriptOn)
Double post because nobody responded in 5 hours and I’ve still been working lol
Pretty excited about this.
So I began rendering images and noticed that the textures would always come out a little grainy… I could solve this through more samples but sometimes that’s not reasonably applicable (ex: looking @ textures from a far distance)
Notice how the black outline around my legs is kinda spotty and the text on my shirt is difficult to read.
Basically what was happening is I would draw a ray, convert the local space that the ray hit into a pixel on the block with a relative %, then multiply that % by the X and Y sizes of the texture map (ex 512x512 image times 10% is 51.2). The problem is that .2 at the end. I can’t get 20% of a pixel so I needed some way to get blend nearby pixels.
Result is me searching in a + formation around the selected pixel. Center of the + is the nearest pixel, the up/down/left/right are each one pixel over. I then multiply these colors by their inverse distances from the ray hit, and get weight. I average these weighted values together and now I get smooth image stretching!
Result, before/after of an up-close image:
Here’s the original compared to the others. The middle image is one of the things I tried but abandoned- I averaged the 4 nearest pixels. This works mostly well but small details are destroyed because it’s essentially just blurring the texture. Take a look at the text on my shirt to see this (compare taking the nearest pixel (left) to blurring the nearest 4 pixels (center) to using weighted values (right).
Click to expand and view detail. (Image is 3000x1000, scaled the entire thing up by 40% to help show the individual pixels a bit better)
Look at the text on my shirt, it shows the strengths/weaknesses of each format. I ended up going with the one on the right.
If it doesnt just fling off to infinity on a slow computer, is it really roblox?
I did try making some more cars
I have no idea if they’re any good though. I like just using the LShift drift for every corner.
That’s really good! Nice to meet you again.
On Black Friday while everyone was shopping I had some free time, so instead of working on one of my projects I wrote a basic Mortal Coil solver.
What is Mortal Coil? It’s a programming optimization problem on hacker.org.
I recently wrote a basic brute forcing Runaway Robot solver. I’ll do Mortal Coil eventually…!
Make a gif, I want to see how the shadow looks in action
I have spent too much time on this (and also not nearly enough.) here is a thread about it https://devforum.roblox.com/t/mortal-coil-puzzle/33796
I remember something about Shedletsky once having said “get in the top 10 for mortal coil and you’ll get a job at roblox” long ago. Had some good fun with a few fellow robloxian programmers about that game back then.
It was a tweet from builderman inviting anyone who could beat level 1000
https://twitter.com/DavidBaszucki/status/667173653574914050
The puzzle is hard because it increases exponentially in complexity, where any solver will take about twice as long every 10 levels.
If this offer still stands I’d gladly waste the rest of my life trying
I think it would be much easier to just go to college, get a degree, move to california, get a few years of experience and then apply normally.
looks really good!