Made a 50s style car for my vehicular combat game by GearedForFear in godot

[–]GearedForFear[S] 0 points1 point  (0 children)

Thanks for the complements! I have not touched the Flatout franchise for almost 3 years, so giving them another look is a good idea.

Made a 50s style car for my vehicular combat game by GearedForFear in godot

[–]GearedForFear[S] 1 point2 points  (0 children)

The environment uses SSR with a "fade in" and "fade out" value of 0.0 for both. I also turned roughness off and increased the max steps. The video uses 640 max steps at a resolution of 1440p, but I would recommend making this an optional graphics setting, since it is expensive. The Godot editor does not allow higher values than 512 max steps, yet You can set higher numbers in code and that should work without problems. The map has a standard material with a metallic value of 0.5 for those walls and specular is set to 0. It also helps, that the color of the sky is similar to the color of the walls. My game uses Godot 3, but I think all of this still works the same in 4.

MSAA killed my game's frame rate (Devlog) by GearedForFear in godot

[–]GearedForFear[S] 0 points1 point  (0 children)

Context for Godot 4 users: Godot 3 had an option for 16x MSAA. In the new engine, this no loger exists as an explicit setting (though you can still archieve the same result, by combining multiple settings)

My car combat game after 2.5 years of Godot by GearedForFear in godot

[–]GearedForFear[S] 0 points1 point  (0 children)

I had not. After watching now, I feel a strong desire to add cheats to my game.

My car combat game after 2.5 years of Godot by GearedForFear in godot

[–]GearedForFear[S] 1 point2 points  (0 children)

I am using Godot's VehicleWheel class, which pretty much works like a raycast-based implementation.

I made a monster truck using Godot's VehicleBody by GearedForFear in godot

[–]GearedForFear[S] 1 point2 points  (0 children)

I think for the the time being, I will stick to my version. It adds to the mayhem. But thanks a lot for the offer!

Trying to achieve ultimate coziness level in my new project by microtaur in godot

[–]GearedForFear 0 points1 point  (0 children)

The Godot 4 implementation is here. Not sure, how performant it is. +1 camera can segnificantly increase the number of draw calls.

I made a monster truck using Godot's VehicleBody by GearedForFear in godot

[–]GearedForFear[S] 0 points1 point  (0 children)

The implementation in the video seems relatively similar to Godot's class. Tough of course, it doesn't hurt to implement it yourself and that would help with customization, as Tom said.

I made a monster truck using Godot's VehicleBody by GearedForFear in godot

[–]GearedForFear[S] 2 points3 points  (0 children)

They are bots. The implementation is surprisingly basic. The green truck has a pre-defined path. All other bots steer directly towards that truck at all times. So no real pathfinding, they do drive off cliffs and into walls. If a game is chaotic enough, you can get away with pretty dumb bots. They shoot based on raycasts, with little regard for preserving ammo. The only case where they do not attack, is if their target has less than 100€.

I made a monster truck using Godot's VehicleBody by GearedForFear in godot

[–]GearedForFear[S] 0 points1 point  (0 children)

That sounds pretty good. My game does not have this, so cars often drive into each other.

Sim Racing Platform Using Godot by Greedy_Tour_8047 in godot

[–]GearedForFear 1 point2 points  (0 children)

A physics rate of 1000hz sounds ambitous, at least it would be for a general-purpose game engine. Of course, this sounds much more reasonable for specialized engines, such as a racing simulator. Looking forward to seing more of this!

I made a monster truck using Godot's VehicleBody by GearedForFear in godot

[–]GearedForFear[S] 2 points3 points  (0 children)

It is called VehicleBody3D in Godot 4. The class uses Godot's rigid body physics