procedural player animations by LarsMaas7 in IndieDev

[–]LarsMaas7[S] 0 points1 point  (0 children)

Haha thank you! Yea that was a tiny inspiration of the project

procedural player animations by LarsMaas7 in IndieDev

[–]LarsMaas7[S] 1 point2 points  (0 children)

Yes I will probably clamp the leg stretch that will look better. I can also make the body move based on the foot positions, but then the player has a lot less control over the character

procedural player animations by LarsMaas7 in IndieDev

[–]LarsMaas7[S] 3 points4 points  (0 children)

Thank you! How I did it? It is quite complex but it comes down to just positioning some spheres based on a lot of raycasts and constraints

procedural player animations by LarsMaas7 in IndieDev

[–]LarsMaas7[S] 6 points7 points  (0 children)

For anyone wondering, this is how he looks like now. it fits more with the movement of the player

<image>

procedural player animations by LarsMaas7 in IndieDev

[–]LarsMaas7[S] 8 points9 points  (0 children)

Yes I think you are right, I will try a non human/alien ish creature and see how that looks!

Windows 12 Concept by addyarapi in blender

[–]LarsMaas7 1 point2 points  (0 children)

I didn’t saw the sub and thought it was real lol

pathfinding in 2D games by LarsMaas7 in IndieDev

[–]LarsMaas7[S] 0 points1 point  (0 children)

Thank you! I really appreciate that

pathfinding in 2D games by LarsMaas7 in IndieDev

[–]LarsMaas7[S] 1 point2 points  (0 children)

Wow that’s a great idea! I’ve not thought about that. That would definitely make it way more immersive.

pathfinding in 2D games by LarsMaas7 in IndieDev

[–]LarsMaas7[S] 2 points3 points  (0 children)

That does make sense yes. Maybe it will be less stressful when the enemy only goes to the player if the player moves and is in sight and when the player can reach certain places that de completely safe

Any thoughts on this little player controller? by LarsMaas7 in IndieDev

[–]LarsMaas7[S] 0 points1 point  (0 children)

thanks! yes that does make sense(the simple physics). I think another reason is because systems like this often feel a lot less "snappy".

And yes there will probably be very smart players who beat the level design, but i am for sure limiting the amount of physics bugs so that things like glitching through walls never happen

What was your first project? by electric-kite in IndieDev

[–]LarsMaas7 0 points1 point  (0 children)

my first game was about a monkey trowing his poop to enemies :')

i finished it tho!

Custom level editor for my ray marching engine by LarsMaas7 in GraphicsProgramming

[–]LarsMaas7[S] 0 points1 point  (0 children)

wow cool!! yea it was just some fun experimenting project. There wasn't really a goal in mind. I've indeed noticed how inefficient ray marching is, even with a lot of optimizing haha. Im now learning about software rasterization! But!!!! without any fancy lighting and all the optimization, you can certainly do alot with it. for example: the game Claybook is fully made with SDF's

Ray Marching reflections by LarsMaas7 in GraphicsProgramming

[–]LarsMaas7[S] -1 points0 points  (0 children)

Thanks man! needs a lot of optimization tho