It’s looking fascinating! Lots of details and very natural, keep up the amazing work pal!
I was inspired by @TheGrandBraker’s procedural Gerstner waves, so I decided to make a real time fluid interaction simulation.
Took me a couple painful hours to get this running. I’d found a 2D sim online, so I wrote that in Luau and then did the math to convert it to 3D.
Update:
- Optimized tons, allowing me to run a higher resolution for the same cost
- Rewrote splashes detection (done by the water instead of the ball)
- Splash power is now based on object mass and velocity
- Added 3D sounds
Update:
- Rewrote splash detection using Region3’s so we can differentiate between jumping in and running around inside it
- All client sided but supports multiplayer pretty well
Update:
- Optimized it a ton so it runs 60FPS now
- Stress tested with 35 people, including Roblox admins and star YouTubers
I tried to make the Seismic Sense from Avatar. I feel pretty good with the end results.
Just…
How…
Avatar nostalgia strikes back…
But srly, this is amazing! What yre you using for achieve this effect?
I recognize that terrain.
You would be surprised by how much the Forcefield Material can do.
Yeah, i am surprised. Nice Job!
Gerstner waves, foam generation, and floaty noob.
Working on a game called DotBlob.
Heavily inspired by agar.io, will try to make it more unique with future updates, here’s the link:
[BOSS!] DotBlob Simulator - Roblox
Feedback appreciated!
The Seismic Sense doesn’t seem to originate from the player? Should it start from the player as a ripple?
I’m working on a High School, It’s also my first ever project posted in the DevForum Community, I hope you like it!
How did you do that?
It’s awesome! Realistic, The Sounds, The Ripples, Everything is just amazingly built!
Id say its depth of field with glass
A custom humanoid I’ve been working on that does NOT use physics, making these because they’re more optimized and faster,
need to make em for some projects that may require having a lot of NPC all at once (something that’s not posisble with regular humanoid and would lag the server) or NPCs that are server/client side only without network owner so that they won’t end up getting choppy/slow/buggy because of constant network switching and easier to script (not requiring a AI that’s server and local for when network owner switches requiring client to take over the movement/physics).
They’re still barebones, movement prediction and smoothing still a WIP.
Waterfall:
I chose to have it start where the camera is. The way how I did it, it doesn’t have a greater impact when it’s originating from the player, especially when zooming out long distances
Are parts affected by the buoyancy or physics of that water? Or was that scripted for just that character