I’d like to know one thing if you are willing to answer: are those generated caves a single object or hundreds of parts? Because once I tried making procedural terrain but gave up on it, the reason being the amount of parts would the game a lot, even if I showed only blocks visible to the player. I thought of unionoperating all parts, but it isn’t fast enough for players to mess with the world realtime.
I believe Elttob used greedy meshing to consume the parts, and he made a tutorial on it.
Here is another one by Dev_HDWC on greedy meshing.
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been working on a new weapon system that allows for advanced weapons, such as this projectile that splits into many. Very light on network as well, only a single event fire for each projectile that splits.
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Working on a new game idea: Ultimate Laser Tag
https://i.gyazo.com/a4feef882fd32e3d887abb3d3761fcb9.mp4
There are going to be four classes: Gunner, Marksman, Cannoneer and Brawler
Gunner will wield dual pistols, Marksman will wield a rifle with a scope, Cannoneer will wield a shoulder cannon with shotgun like mechanics, and the Brawler will have a power glove (close projectile/melee)
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Wow! That look awesome. It’s the kinds of games like these that people put so much effort into that are so underrated.
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This isn’t my creation, but I wanted to share a cool place I found made by a lesser known dev and don’t know where else to put it.
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I’m in love with the smoothness of it! How long did it make to make it?
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I like the mag count GUI, is it inspired from Insurgency: Sandstorm or Squad or something else entirely?
this is really incredible, there’s so many options to choose from. Can’t wait for the release of your game.
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Leg do kinda work.
Thanks a lot, @iGottic for the procedural animation method and @lsh5506277_next for the turret.
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That looks like me, when I try to run…but you have to fast-walk when the teachers be around.
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It’s really amazing! It’s amazing to think this way!
Thank you for using my model!
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Made some Fighter Styles icons for my project.
From left to right:
• Attacker - Has more powerful physical attacks, but weaker ranged attacks. Prefers to be in full-contact fights.
• Balancer - All rounder, nothing more, nothing less. Prefers all styles!
• Defender - Higher defense and health, but often slower. Fights like a tank!
• Gunner - Higher ranged attacks, but weaker physical attacks. Prefers to be involved in battles, but from a safe distance.
• Speedster - Faster than most, but can’t take much damage. Prefers to stay out of battles.
• Trapster - Uses tricks and traps to weaponise the field. Prefers to trick all styles into playing into their gambits.
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