midair drifting
action camera
midair drifting
action camera
Haven’t posted anything on here for a whiiiile…
Currently working on a secret project, adding in some terrain generation atm and I’m pretty proud of the view distance I’ve been able to achieve without lag so far using different levels of LOD and the like.
https://gyazo.com/4debd8517154bb1c48bc533afa89565a
https://gyazo.com/e7458c7982a885260c9a784257979369
Generating the map itself takes a while though, and I still have to add in some smoothing between different LOD areas and make it compatible for multiple players, so the view distance will likely reduce in the end product.
Pretty cool now though amiright?
You should add a way to decimate the extra triangles, the way you currently do this won’t work well for large maps.
Here’s a very quick look at Build Mode for my game, which I’ve been working on for the past couple weeks.
https://gyazo.com/4fdb28bc3bcab230f2d9251da6ae591d
just out of curiosity, what are you using for the grid lines?
They’re just semi transparent parts
I would recommend using a texture instance with a textureID that’s an image of a square’s outlines (or just a grid) for performance reasons.
I am working on a Simple, Arcade Styled FPS Game. I call it : BattleGun. Its just a simple look and I like the simple look. I wanted to maintain something I could be proud of so I started this. There are still some things planned to be Added and Fixed but here is a screenshot:
Okay so, I know this is a bit odd but I’m modeling a nuclear reactor (BWR design) for use in a realistic nuclear power plant. (in roblox)
so uh yeah.
I’m back.
Joke:
I guess you could say it would be a lava factory if it had a melt-down
On topic:
Made a few stations, though this is my favorite one so far, it’s built into an asteroid
Tired: textures
Wired: LineHandleAdornments for every single grid line
I have no idea what that does to performance, but it’s another option ¯_(ツ)_/¯
The map should work well for my needs. Currently, all of the triangles in the distance are non collideable and also very very tiny with a mesh scaling them up. Not that I’m against removing some of the triangles but I’m not sure how I would do that without just reducing the view distance
I’ve been working on something similar, but it’s only some chunks of code on paper. Basically, you first create a mesh of vertices, noisify their heights and then decimate every single one of them a few times. Don’t run decimation on corner vertices though.
This will only give you an array of interconnected vertices, you will have to run an algorithm that iterates through all of them through their neighbors and checking whether they were already passed. If they were, then create a triangle and stop with that path.
For your information, decimation is an algorithm that takes all the neighbor vertices and creates an approximate plane from them and checks how far the vertex in question is from that plane. If it’s too far, then ignore it; else, remove it, then fill the space by interconnecting the removed vertex’s neighbors.
That will be super cool. Good luck on modelling it.
Currently working on a very large city roleplaying game. Will release as a paid access game (85R$) on July 31, 2020.
Credit to DevOfLua