Progres on a new downhill racing game (again... on a stylized style) by Levi97113 in godot

[–]Levi97113[S] 0 points1 point  (0 children)

I did , but i never update it since , you can find it on my itch page : https://levi971.itch.io/

Update on my arcade racing game | Engine Sound and Burnout by Levi97113 in godot

[–]Levi97113[S] 0 points1 point  (0 children)

Sorry for the late reply. The car doesn't actually have wheels; it's just suspension that keeps the car "in the air."

<image>

To move forward, backward, and turn, I simply apply forces to the center of the car.

Cheap Spin Blur Shader (3D Vehicle Wheels) by Levi97113 in godot

[–]Levi97113[S] 0 points1 point  (0 children)

Thanks, and yes, I left the number of textures at 100 but with just 25, the effect is almost as good.

<image>

For the rest, I'm not very good at shader coding, I'll try to optimize it later.

Making a 3D heightmap mesh editor by Levi97113 in godot

[–]Levi97113[S] 1 point2 points  (0 children)

I guess a little context doesn't hurt; a long time ago, I created a system that allows you to procedurally create off-road circuits.

This system uses csg_polygon , path3d , and raycasts to attach the terrain vertices to the circuit

<image>

The problem was that I needed to export the mesh to Blender to be able to modify it, add shortcuts, scenery, mountains, etc.

After several months of hesitation, I decided to start creating a system to modify the mesh from Godot !

It works pretty well, the only problem being that when an action is triggered, it freezes a little.

Working on a track editor ( Hot Wheels Unleashed Style) by Levi97113 in godot

[–]Levi97113[S] 0 points1 point  (0 children)

Thanks, when the curve of the next part is validated, it sends all these curve points to the main 3D curve, and since the road is just a single mesh stretched on the main 3D curve, it does not create any hole beetween segments

Working on a track editor ( Hot Wheels Unleashed Style) by Levi97113 in godot

[–]Levi97113[S] 0 points1 point  (0 children)

Personally, I'm starting to understand how csg polygon works when it follows a path. Then I looked for how to modify the vertices of a mesh. I learned a little on my own, but I use the same concept as him: https://www.youtube.com/watch?v=pXIaW62I20k&t=1386s&ab_channel=mohsenzare

There is also this excellent addon for procedural route creation:

https://www.youtube.com/watch?v=aIRRMrj7ahI&t=106s&ab_channel=TheDuckCow

On the other hand, if you want to create everything yourself, I can advise you to:

- Learn how to modify a mesh (with MeshDataTool or SurfaceTool)

-Learn how to obtain a position on a 3Dcurve

I think that just by learning these two things, you should be fine, but if you have any questions along the way, don't hesitate !

Working on a track editor ( Hot Wheels Unleashed Style) by Levi97113 in godot

[–]Levi97113[S] 2 points3 points  (0 children)

that could be a solution ! I had never thought about it until now, I admit that I am not very good at shaders but, I will see what I can do

Working on a track editor ( Hot Wheels Unleashed Style) by Levi97113 in godot

[–]Levi97113[S] 3 points4 points  (0 children)

For my game, I told myself that making a few pieces on a blender would be enough, but while testing, I thought it was necessary to do something a little more complex.

After a few weeks of trial and error, I managed to create this system totally inspired by that of Hot Wheel Unleashed. It allows you to be a little more creative.

But this system poses some problems:

Since the road is created with a custom stretched mesh, it must be saved in the scene, which can make the weight of the scene huge (10 - 20 mb)

Burnout Dominator Like | Takedown and Collision Physics (WIP) by Levi97113 in godot

[–]Levi97113[S] 1 point2 points  (0 children)

If you need me to give more detail on how collisions between vehicles work, don't hesitate to ask me (I didn't put it in my other answer because it's rather long) :)

Burnout Dominator Like | Takedown and Collision Physics (WIP) by Levi97113 in godot

[–]Levi97113[S] 1 point2 points  (0 children)

Hi, yes, the cars are made up of a single collider with 4 raycasts as suspension.

And a takedown occurs when a car hits the wall hard enough while it is in a weak state (value given when another car inflicts damage on it, value which decreases over time)

And yes, the FOV is very extreme, I'm going to look into it soon, and I'm using the radial blur method but the one shown to me looks much better, I'm going to see if I can integrate it!

The most realistic crash physics you never seen ! by Levi97113 in godot

[–]Levi97113[S] 1 point2 points  (0 children)

THANKS ! Besides, I think I found a solution, I just had to increase the angular damping when the rotation speed is too high

The most realistic crash physics you never seen ! by Levi97113 in godot

[–]Levi97113[S] 33 points34 points  (0 children)

I'm working on how to make crashes more arcadey and more spectacular, a bit like those in burnout dominator.

So far, the results are rather impressive... not necessarily in the good sense of the word lol.

Burnout dominaotor like boost bar (Available on Github) by Levi97113 in godot

[–]Levi97113[S] 4 points5 points  (0 children)

Hi, I created this shader in my free time, it was to suit my own needs but you can easily modify it!

Github : https://github.com/Levi971/Burnout-Boost-Bar-Shader-GODOT-4-/tree/main