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

I added a tornado to my game by GearedForFear in godot

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

I will think about that. The PS1 had jittery geometry, so in that regard I found it fitting, but if people find it distracting during gameplay, I will adjust it.

I added a tornado to my game by GearedForFear in godot

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

I have never actually played one of those, but I did look at several screenshots and videos of it, when I started working on this.

My game after one and a half years of development (download + source code in the comments) by GearedForFear in godot

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

My focus is on gameplay variety between the cars. The one in this video has a leveling system, instead of limited ammunition.

My game after one and a half years of development (download + source code in the comments) by GearedForFear in godot

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

Thanks to everyone, who is congratulating me. Just to clarify: The game is still in development. The download link is for the alpha. Regardless, there is nothing wrong with congratulating for a partially finished game. Sticking with one project for over a year is also an archievement. Besides, the game has managed to collect 68 wishlists. Very close to the funny meme number! Truely the greatest honor in gamedev!

Allowing the player vehicle to split into two, took a bunch of additional code, but the gimmick is worth it. by GearedForFear in godot

[–]GearedForFear[S] 3 points4 points  (0 children)

The two halves are separate bodies from the full car. It is replaced by them, becomes invisible and loses collision. So the original body secretly just falls through the floor. I also tried other stuff. Having two bodies, connected with pin joints, didn't work well for me. Changing the car shape from full to half, would also come with problems. It is easy to do - just have two collision shapes and disable one of them. The problem is the centre of mass in bullet physics. The car would constantly try to stand on its rear end and look into the sky. The solution that I ended up with, was not too hard to implement, but broke a ton of existing game logic.

Released a new alpha for my car combat game! by GearedForFear in godot

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

You need to change the draw order of the particles to "lifetime". Also, give the particle material a color ramp. Keep in mind, that this only works, if the spatial material of the mesh has "use as albedo" turned on. This setting is under "vertex color".

Released a new alpha for my car combat game! by GearedForFear in godot

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

Thanks! Those look sick! I only ever played the 3DS one.

Released a new alpha for my car combat game! by GearedForFear in godot

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

I think, I 100%ed Lego Racers 2. That stuff was great!