What are you working on currently? (2019)

That is what is currently being used. Somehow a rotated + looks more like an x than an x does :joy:

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Phew! More armors!

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I’m currently working on a developer ‘console’ named sConsole.

The console will have more features.

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Made a custom character.


image

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Absolutely phenomenal. Some of the best renders I’ve seen so far.

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More progress on the safe area on an upcoming game

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Made a van to go along with the truck from my previous post.

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I’m working on trains again, and the theme this time is CFrame. I’ve just spent the past few hours debugging a new and simple track system for the CFrame trains, and this is the result:

https://cdn.discordapp.com/attachments/365632704102006804/581362298359382036/2019-05-23_23-03-36.mp4

It might not look like much, but it represents a great personal achievement of mine. Each pair of bricks forms a multi-part “segment” of 2 or more bricks. Segments are connected to each other by smaller “bridge” segments. Segments have a direction, and any time two segments meet head-to-head or back-to-back the train has to properly switch directions, something that has been a challenge for me for many years. But now I’ve conquered it! And the good stuff can begin.

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Here’s a plugin I was re-working recently: PartPicker! It selects parts with matching properties.

https://giant.gfycat.com/OrangeSaneGarpike.webm

I plan on adding the ability to deselect random parts soon now. Really useful if you want to randomize the colors of stuff (e.g. roof shingles, leaves)

https://giant.gfycat.com/DeafeningTartCricket.webm

Plugin link:

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Honestly, one of the coolest plugins I’ve seen since GapFill.

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Working on FPS games again after a year long break

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Modeled a really simple staff
image

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i wanted to show off how powerful stateful roact UI is (especially with hot reloading), so i made a video of me starting the game, creating a part & surfacegui, and moving half of my inventory slots to that surfacegui without restarting my game :clown_face:

will probably make a breakdown video on how to use my implementation of hot reloading as well as how the inventory logic can be managed only through low level components (which is why this works perfectly)

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here are a few of my projects currently. last 3 are a nature showcase thing
first one is a cathedral. both wips :L

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Working on some shop areas and buildings

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And… more armors!

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epic
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Well what a coincidence.
as am I.
https://i.gyazo.com/e96fd50a92b0ccd398ac58c8b5aa556c.mp4
works in reverse too.

ideally i’d use this on my bezier track, so the solving errors are less noticeable, but for testing it seems to work fine.

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I notice you’re also doing chord distances. In my simulation, I start with the bogie leading (in the direction of travel) and move backwards calculating the chords. Do you do that as well, or are you somehow managing the changes of instantaneous velocity that occur when the train goes over a curve of changing curvature?

EDIT: Or are you not solving for chord and just interpolating between the two points that are being moved at the same speed in curve space?

EDIT: here’s a video of mine at work:
https://cdn.discordapp.com/attachments/272554372473421825/581967898118062081/2019-05-25_14-48-04.mp4

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It solves for the leading bogie and goes backwards.
not sure what a Chord distance is, in short what i do is have each segment of track be defined by 2 points, and their distance. then solve by doing CFrame.new(P1,P2)*CFrame.New(0,0,-D)
if D is greater than the distance it’ll recursively go down the track until D is within bounds, same if it’s less than 0.

Sadly, this means that directionality is programmed into the track, and i’m not sure how to not do that, as ideally I’d want to be able to do lööps like this
image

EDIT: i should clarify that P1 and P2 are the 2 positions of the node, and i use the position of the CFrame to calculate the bogey location, then the car just does the same thing of CFrame.new(Bogey1,Bogey2)*CFrame.New(0,0,-CarLength/2)

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