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.
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.
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)
Wow! That look awesome. It’s the kinds of games like these that people put so much effort into that are so underrated.
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.
I’m in love with the smoothness of it! How long did it make to make it?
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.
Leg do kinda work.
Thanks a lot, @iGottic for the procedural animation method and @lsh5506277_next for the turret.
That looks like me, when I try to run…but you have to fast-walk when the teachers be around.
It’s really amazing! It’s amazing to think this way!
Thank you for using my model!
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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