naps are handy for game design
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@chengdulittlea the concept has drifted a bit, but the idea is to make a game about driving the magic 97 honda civic cx i had back in the day, with a moderately realistic simulation of the manual transmission, and real speed and distance (a rarity for racing games for a variety of exciting reasons). current vision for it is a time trial game in a variety of interesting environments, and an escalation of absurd power ups
@chengdulittlea and here's an old prototype showing off what I mean by "real speed and real distance" https://mastodon.gamedev.place/@aeva/113021784811735408
i'm not planning on continuing with the splat renderer, but I am intending on retaining the coordinate system that allowed this to work
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@aeva some folks from Volkswagen presented a Blender extension to validate car geometry here.
https://www.youtube.com/watch?v=_80MwJXli2kMight be interesting for this
@jon_valdes what does it do?
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@jon_valdes what does it do?
@aeva it seems to show a reflective environment around the car that makes it easier to see which lines "look nice". Seems similar to what Freya did in her splines video: https://youtu.be/jvPPXbo87ds?t=1695
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@ataylor it's new to me
@aeva @ataylor Fun fact: for a very long time there was actually two different ways of doing the same thing (edge split modifier, and auto smooth property in mesh panel), but both were kind of confusing and hard to discover, so the functionality was moved to a geometry node pinned to the bottom and an "auto" operator next to smooth and flat. In fact I think the modifier pinning feature was developed specifically to allow auto smooth to be seamless (figuratively and literally: if the user added a subsurf modifier after the auto smooth one, they would see seams).
These changes were released with Blender 4.1 almost 2 years ago, and it was very controversial at first. This new auto smooth had some rough edges.
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whew ok that's a bit better
bad news everyone i installed windows
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bad news everyone i installed windows
omg so I was going to make the windows separate meshes for material assignment reasons, but what if I also made it so you could roll down the windows (but only the driver's side while driving because you have to operate it with a little crank on this care there's no motor to do it for you)
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omg so I was going to make the windows separate meshes for material assignment reasons, but what if I also made it so you could roll down the windows (but only the driver's side while driving because you have to operate it with a little crank on this care there's no motor to do it for you)
not actually going to happen because the controller is going to be busy enough with the normal functions of the car, but it is fun to think about
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not actually going to happen because the controller is going to be busy enough with the normal functions of the car, but it is fun to think about
Some more progress on the car today. I'm not going to keep with the PBR materials look in the game itself, though I think it's kind of funny how slapping on some PBR materials turns it makes the rough mesh look like a stuck LOD instead of something intentional.
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Some more progress on the car today. I'm not going to keep with the PBR materials look in the game itself, though I think it's kind of funny how slapping on some PBR materials turns it makes the rough mesh look like a stuck LOD instead of something intentional.
also I made a sky generator
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also I made a sky generator
I got the sky dome and most of the :car: rendering via OpenGL ES2 today
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I got the sky dome and most of the :car: rendering via OpenGL ES2 today
I did something really bizarre and set the unit scale to 1/30 in the blend file a ways back and I do not remember why. This made getting the wheels back on the car more complicated than it needed to be.
I'm going to have to figure out later how to undo the unit scale without changing any of the measurements 💀
Anyways, here's the car now with wheels!
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I did something really bizarre and set the unit scale to 1/30 in the blend file a ways back and I do not remember why. This made getting the wheels back on the car more complicated than it needed to be.
I'm going to have to figure out later how to undo the unit scale without changing any of the measurements 💀
Anyways, here's the car now with wheels!
just in time for me to realize it's 3am and I need to go to bed and get up in time for an MRI tomorrow woo
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just in time for me to realize it's 3am and I need to go to bed and get up in time for an MRI tomorrow woo
i highly recommend drawing 19,359 (instanced) trees you will not regret drawing 19,359 (instanced) trees
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i highly recommend drawing 19,359 (instanced) trees you will not regret drawing 19,359 (instanced) trees
you ever wonder how fast you can page 8 km map tiles in and out of jolt physics
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you ever wonder how fast you can page 8 km map tiles in and out of jolt physics
(i have no idea)
it looks like if the car were for some reason moving 1000 miles per hour, that would give me about 17 seconds to swap in map tiles, which should hopefully be more than plenty as only the road is going to have a physics representation
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(i have no idea)
it looks like if the car were for some reason moving 1000 miles per hour, that would give me about 17 seconds to swap in map tiles, which should hopefully be more than plenty as only the road is going to have a physics representation
my current plan to make geometry and texture streaming lickety split is to simply not bother and load all of the models and textures into memory up front, and use instancing where possible. I figure most map tiles will be a spline or mesh for the road, a point cloud for instancing trees and grass, and a few odds and ends like road signs, the occasional house, guard rails, and so on. the map tiles will probably also have an elevation map
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my current plan to make geometry and texture streaming lickety split is to simply not bother and load all of the models and textures into memory up front, and use instancing where possible. I figure most map tiles will be a spline or mesh for the road, a point cloud for instancing trees and grass, and a few odds and ends like road signs, the occasional house, guard rails, and so on. the map tiles will probably also have an elevation map
originally i wanted to have the routes be procedural by stitching together tiles semirandomly, but i've since soured on the idea so instead the route will be completely fixed and probably linear, but the game will be able to swap out the next map tile for a terminus if you don't pass its time gate. on the plus side this means racing ghosts will be viable.
mym had a great idea that i'll likely incorporate, which is to have a racing poltergeist (solid racing ghost) mode
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originally i wanted to have the routes be procedural by stitching together tiles semirandomly, but i've since soured on the idea so instead the route will be completely fixed and probably linear, but the game will be able to swap out the next map tile for a terminus if you don't pass its time gate. on the plus side this means racing ghosts will be viable.
mym had a great idea that i'll likely incorporate, which is to have a racing poltergeist (solid racing ghost) mode
ah, jolt only supports <5 km worlds without turning on double precision. I wonder if it'll let me seamlessly finesse map chunks and the car around as needed instead
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ah, jolt only supports <5 km worlds without turning on double precision. I wonder if it'll let me seamlessly finesse map chunks and the car around as needed instead
I got my little demo rendering to a texture last night.
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I got my little demo rendering to a texture last night.
This ended up being a bit of a journey because ES2 doesn't really give you good options for frame buffer formats and doesn't support MSAA frame buffer objects, and doesn't have either of these things exposed as extensions (or at least not any that appear on the three machines I care about) soooo I made a best effort to make it workable with the barebones frame buffer objects ES2 provides, and made it so it can upgrade to ES3 for better frame buffer objects when it is available.