It is used to more efficiently search a particular known subsection of a space for objects, instead of needing to loop over all objects in the entire space. If you divide N things in buckets and you know you want an object that is in bucket X, you only need to loop over the small amount of things in bucket X rather than the whole set of N objects. It’s most common use cases are in computer graphics and physics to reduce the time needed to find nearby objects / intersections between rays and objects.
https://gyazo.com/32a98e8f59d286b5b6ed429bc839b474
Cool UMP is a finished UMP now
https://gyazo.com/391aae8e17f5faad8af4a671126cbd30
also the chat and leaderboard are superior now ( i still hate the new leaderboard, roblox! )
some random vehicles I made:
https://gyazo.com/1cbb435b7ef63388188aca3d6e35e44d
https://gyazo.com/3c91c7e9b1d02442413651c0f8e236f4
https://gyazo.com/a6c844898a7100777dd4df0128be07a6
To follow up, in this particular use case I’m using steering behaviors to move the units arounds realistically. Several of the steering behaviors require the knowledge of other units position/velocity. So using a quad tree means less calculation is required : ). Still trying to up the number of units my system can support though.
This is amazing! To be honest it doesn’t even look like Roblox anymore
This would be amazing with the new gravity engine somebody made! Nice work…
This is a relatively small build and I just decided to make a build of some alien/robot thing. Please, keep in mind, that this is one of my first builds and that it is made to be a tiny build. Give me constructive criticism and feedback, so I can learn more!
I have some ideas for a space game and this might just be a piece of it.
I could do that, but that can quickly lead to highly complex meshes - what I’m looking at doing now is possibly a hybrid approach where I do that initially, but over time re-render chunks to simplify their geometry.
Gun work so far for Pirate Legends, team is doing a great job.
All gun models are done and a few more assets need to be made, all that needs to be done now is finishing up and then a lot of polish.
https://gyazo.com/ee81b2fc1ea29c511eb76d951f42c472
I am making a Tutorial on how to get the vertex of a shaped BasePart . Get the Corners of a BasePart (No matter what shape)[W.I.P] - #6 by Eternalove_fan32
I have recently remade the UI for herickman’s hotel, now it looks a little closer to the final version, each icon does something when putting the mouse over it.
Note: room settings is only visible to the owner of the room.
I also added mobile support for the game since some of my playtesters play mostly on their phones.
Currently working on the room settings tab, you will be able to:
- Change room transmission type (public, unlisted, private)
- Change room name and description
- Give/Remove players rights
I’m making this map for a game I’m making for fun. Anything I should add to give it more of a forest feel?
So this is a bit different than the usual RooM related stuff but here’s a thing ive been working on for like 4 days, for now just called Hotel Game.
the sakura was my first blender model the birdbath was made with photogrammetry which i thought was sorta cool. oh yeah and heres the first track in the ostThere aren’t a lot of trees, and forests are covered with trees. Sometimes, you can’t even see the sun.
I usually just stick to programming though this time around thought to try my hand with making my own thing:
Coin icon for coming games