What are you working on currently? (2024)

all i could take before my pc exploded but it was really good even on 1 graphics

only like the plants and stuff, the actual build is original

gimme your robux

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This is possibly the best game I’ve ever seen. You need to make more games!

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did you join it? pretty cool design huh?

it wasn’t even my game lol i found it

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Really cool, ive been working on the same type of system with the whole world but as a flight simulator, how did you get the costlines or when the water and terrain collide really smooth, And how did you caculate the water height i tryed Y0 and the thinnest size i could but it was not accurate any tips?

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Istanbul metro

More about this here: Istanbul Metro in progress

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I am currently working on my admin panels third edition, here is some sneak peaks.

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speed up the tweens, it will make it look 10x better trust me

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I attempted that and that actually broke it and im not sure why that happened so ill come back to fixing that before release.

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For water, I used map tiles where water areas are represented by a specific color. I simply check the RGB values to identify water regions and assign the appropriate materials. For instance, OpenStreetMap tiles mark lakes, rivers, and oceans with the color RGB(170, 211, 223)

(example tile: https://tile.openstreetmap.org/15/63/42.png).

This does require an extra HTTP request, but it worked well for me.

As for water depth, I didn’t implement actual depth. Instead, I just placed a layer of sand beneath the water, giving the appearance of a shallow surface.

If you want to add depth, one approach is to calculate the distance from each water pixel to the nearest non-water pixel. This could give you a depth value based on proximity. However, this method is computationally heavy. Using a flood-fill algorithm might optimize it, but I found it unnecessary for my project.

I use voxel terrain, so this might work differently if you’re using meshes or parts.


build system

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is voxel terrain roblox terrain and if it is, is it efficent ?

and also what terrain api do you use i dont like mapbox since its commericai and cost money (i use the rgb terrain one and satelite and combine them)

true, also used editable image to display the image

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Make the ui corners a little less rounded or add a bigger padding inside the buttons :ok_hand:

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About voxel terrain, It is roblox terrain, In performance its not efficient (Mostly coding it) if you are gonna use it for large scales, But it is really detailed if you know how to put stuff together with it, Like foilage:

Now, About the terrain apis, For elevations i use tilezen (aka nextzen), Its free to use and they have a documentation for it:

https://www.nextzen.org/

https://tile.nextzen.org/tilezen/terrain/v1/256/terrarium/zoom/x/y.png?api_key=Wf4VKN0qQIebdQBFqlNWEQ

For satellite, I found out that HERE maps has this url to get the satellite imagery. Im not sure if its meant to be free, But i mean its there so might as well use it until they find out.

https://2.aerial.maps.api.here.com/maptile/2.1/maptile/newest/satellite.day/z/x/y/512/png?app_id=pcXBZARHILwXlCihx8d6&token=dzJKV7oQT-zs-vRT_KqiLA&lg=ENG

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Oh my gosh, I was not expecting it to be that beautiful.

You did an amazing job with the symmetry, the lighting, and the PBR is top-notch.

Great work!! :smile::+1:

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Learning blender and some code for a game:



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robloxapp-20241127-1119338.wmv (2.7 MB)

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Thanks for the apis but how are you writing terrain are you use WriteWedge or voxels

ive been learning substance designer



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Some planets I made for my sci-fi project. This is in roblox studio.



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