I’ve been working on adding view bobbing and first person held items to Blox! Required a full item rendering rewrite but worth it;
(ignore the hotbar rendering bug )
edit: higher quality video
I’ve been working on adding view bobbing and first person held items to Blox! Required a full item rendering rewrite but worth it;
(ignore the hotbar rendering bug )
edit: higher quality video
You should also make it so if you fall it also affects the bobbing animation by making the object go up
That’s awesome, I’ve been wanting to try figure out a system like this but I haven’t quite attained that level of scripting ability. How efficiently does it run?
I believe its quite efficient, havent tested with a super low end pc but the processes it does are: one raycast (secod one deppending on angle)+ some vector math per renderstep, More optimizations are on the way
Working on a map for my group while finishing up my other map that I have been working on for awhile. I’m hoping them to have it out soon.
The bobbing animation already respects vertical velocity
Looks impressive, what’s the tris count on that?
A car I’ve been working on for myself recently.
I have just made a neat rooms unioning system
https://gyazo.com/9be2f0d0bcf2424611ed2a7cd255607b
I can not tell you how satisfying is to play around with this!
https://gyazo.com/99183fd53f2cd82ebb9d8403864c3bb0
No csg used by the way, its all maths (:
Looking at this for 5 mins now. Satisfying just to watch the loops!
CSG gave me some “interesting” results in a related type experiment. Seeing your work makes me wonder about a rewrite with all maths and no CSG. Thanks for showing us.
How does it work? Line Segment intersection?
Yupp exactly! And some simple techniques
Made a little tram for my new project. I have no idea how I’m going to get it to actually move though.
Working on a system that automatically fits accesories into characters… it could be working better rn
I’d been working on making a Roblox Studio that can run inside Roblox Studio.
I got pretty close, but I’m giving up on this. It’s too much of a headache.
There are sooo many metatables in play, and those get lost when passing via remotes so replication is torture. Took me so long to get that running.
Replicates your Explorer to the server so the scripts can require() in it. It’s all tables and metatable(which can’t be passed via remotes) so it was a huge pain to get that done.
Right clicking + hotkeys for cut, copy, paste, dupe, and delete for items in your Explorer.
Fully functioning Properties window for selected object. Read only values, type protection, all those goodies
Complete IDE features, same as what’s in Lua Learning except it has tabs up top to switch between scripts.
A viewport that has the camera distorted to fit it in the window so the other windows don’t cover your view
A smooth camera movement control system (which studio doesn’t even have :P)
That’s awesome!
Are all those separate parts or are you using some sort of special way to create irregular polygons?
Vroom vroom that now makes 2 working & replicating vehicles!
Airfoil & other fun technology like just 2 forces (vertical thrust & side thrust, just like a real helicopter, no fake forces) & PiD controls to make the heli controls have the right balance between tactical/realistic & actually controllable to feel juuuust right.
https://i.imgur.com/rdGxJIX.mp4
Tank is really fun to work on! Just completed some internal frameworks that allow for custom controls/effects per-vehicle to be loaded and unloaded really easy, so development should start picking up pace quite a bit!