I have been working on this game for about a month now. I personally think it is really fun, but that many people have played yet. Please spread the word! Substitute Shenanigans [ALPHA] - Roblox
LOD System & Auto Generator
Roblox’s built in RenderFidelity is not the best. Why?
- No configuration for developer
- Limited to individual (tri)meshes; no support for models
So, I decided to make my own…
Test scenario: dense forest
The buildings aren’t tagged in the LOD system (i forgot to hide them, oops), but it shouldn’t skew the results too much since both screenshots are taken from nearly the exact same spot.
Roblox’s system
- All meshes have RenderFidelity as ‘performance’
~12.32 million tris
My system
- All imposter models generated at runtime
- All trees use preset settings “NatureMediumDetail”
~1.22 million tris
The performance gain will be significant for lower end devices!
How about we toss some buildings in…
Test scenario: buildings
Roblox’s system
- Buildings are left untouched from toolbox
~563.3 thousand tris
My system
- All imposter models generated at runtime
- All buildings use preset settings “BuildingMediumDetail”
~71.7 thousand tris
Pain point
You’ll notice the buildings are pretty visually different in their imposter form. This is a bit of a downside: the system is stronger than Roblox’s, but this comes at the price of visuals. It’s pretty difficult getting the generator to spit out good results.
Thankfully you welcome, the system comes with “LODVariations”, which can be added and tweaked to your liking. Therefore, it really comes down to finding the perfect balance between looking good and not having too many tris.
Closing & Thoughts
Atlast, with the system being nearly finished, I’m pretty happy with the results. The concept of the system isn’t really all that complex, it was just figuring out the best way to do x, and then fixing the hundreds of problems that follow along. I’m still yet to do ‘real life’ test scenarios (meaning not random models I found in toolbox and duplicated around), so I’m sure I’ll find 100 other flaws that’ll have to be sorted out before applying this anywhere.
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Anyways, if anyone is still reading this and is wondering, I do have plans on making this available to the public. I haven’t decided if it’ll be open source or paid, so if you’re interested, you’ll have to wait and see
Thanks for reading
Anyone here like bunnyhopping?
hey! first time im actually posting sooo hope im doing this correctly…
anyhow, im working on a reflection system, mainly designed to run on a range of devices, that being from a i9-14900kf to a iphone 5 (yes a actual iphone 5 and i confirmed both) got it to run at around 240 fps at… i think 32 reflections and a max of 1024 reflections with about a performance of 100 to 300ms cpu time, both performance things are for the i9-14900kf, i also got about 16ms cpu time on the lowest settings for the iphone 5 and about 6 reflections or so. the reflections are also dynamic and scale with gpu settings, it also includes a physical reflection mode, that being where the reflections are in the workspace. do note due to the a paradox caused by a overlap of physics objects such as the original and reflection it causes itself to resolve and fling the player (which is the object that seems to get it the most) sometimes into NaN space. fun fact too! it has vr support~ no really it actually has vr support with it. and as a extra it also supports runtime hot swapping (if i got that correct i mean it can be freshly put in during runtime and work still.) it also can reboot itself during runtime and also includes server and client side versions. and i almost forgot! it also can run on a standalone vr! (i tested on a meta quest 3)
(a random test i was doing with it. kinda not the best show of it but the file limit is 10MB soooo ye…)
and to finish off, if this project gets enough attention from the public i may open a demo for you guys to view. no pressure of course!
even better shadow masking using editable images and :SetColorAlpha()
How do you tell that they are in the shadow? I am very curious as this is an amazing effect.
Cast a ray starting from the vert position and facing the light source (the sun), if the ray returns, its inside a shadow, if not its lit up.
I’m working on a realistic creature hunting game. It’s kinda like the steam game “Bigfoot”. It has similar features, but with different maps, POis, and a different creature. Hoping to release it to pre-alpha soon!
made a killing game go check it out for the love of god sweet mary jesus
What is this supposed to be?
Looks interesting
no 2025 thread yet? at 2100 posts this thread feels old now, and we’re almost at May
they aren’t making one, this one’s just going to be the waywoc going forward hence why it was renamed to just “What are you working on currently?” Without defining a specific year
Don’t worry my friend. I will make one