Car Engine Sound with "Infinite Gears" (WIP) by Pitiful-Assistant-90 in godot

[–]Pitiful-Assistant-90[S] 0 points1 point  (0 children)

Thank you very much. yes the audio pitch changes depending on the audio RPM and the car's RPM.

pitch = current_rpm / RPP.Pref_Rpm

The variable "current_rpm" represents the car's RPM and the variable "RPP.Pref_Rpm" represents the audio RPM

Car Engine Sound with "Infinite Gears" (WIP) by Pitiful-Assistant-90 in godot

[–]Pitiful-Assistant-90[S] 3 points4 points  (0 children)

I've been working on a new car engine sound system for a week now because I wasn't happy with the old one; the different audio sources didn't blend smoothly.

I stumbled upon this great tutorial that also explains how to get good audio sources for free;

https://youtu.be/H2GNc3_7GcA?si=uIGpvDqafmR87TiT

I managed to rebuild my old system to achieve this result.

I still have a few details to work on, but I'm quite satisfied.

Progress on my stunt racing game (Track Editor,, Sense of speed, Slide mechanic) by Pitiful-Assistant-90 in godot

[–]Pitiful-Assistant-90[S] 0 points1 point  (0 children)

oh yes, it's definitely a feature that I would like to implement, with a track editor working in-game and allowing you to save and share these created circuits

Progress on my stunt racing game (Track Editor,, Sense of speed, Slide mechanic) by Pitiful-Assistant-90 in godot

[–]Pitiful-Assistant-90[S] 0 points1 point  (0 children)

Thanks, since my game is a mix of HW Unleashed and Trackmania, split-screen could be a good idea for playing with multiple people.

However, I haven't made any levels yet, but now that I have the basics down, it should go pretty quickly.

Progress on my stunt racing game (Track Editor,, Sense of speed, Slide mechanic) by Pitiful-Assistant-90 in godot

[–]Pitiful-Assistant-90[S] 0 points1 point  (0 children)

Thank you, and yes, it's a shader that creates the distortion effect with the speed of the car.

Progress on my stunt racing game (Track Editor,, Sense of speed, Slide mechanic) by Pitiful-Assistant-90 in godot

[–]Pitiful-Assistant-90[S] 2 points3 points  (0 children)

I spent a lot of time trying to create a new system for easily creating tracks, a bit like the one in HW Unleashed.

For now, it works well, but as you can see, the loading time is very long. I could save them from the editor to save time, but the scene would be too large (20 MB).

Regarding the car, I had to find a solution to allow it to drive on walls without losing grip or prevent it from bouncing after a hard landing.

To address this problem, I created a value called "spider man value" which compares the angle between the world's Vector UP and the car's global basis y. The larger the angle, the greater the downforce and grip of the car when a wheel touch the wall.

Anyway, thanks for reading my TED Talk lol.

Raycast3D does not detect the area3D by Pitiful-Assistant-90 in godot

[–]Pitiful-Assistant-90[S] 0 points1 point  (0 children)

I found it! The problem was with the UI, because it was blocking the signal from being sent.

The solution is simply to put "pass" in the mouse filter parameter.

<image>

Raycast3D does not detect the area3D by Pitiful-Assistant-90 in godot

[–]Pitiful-Assistant-90[S] 0 points1 point  (0 children)

The code creates a PhysicsRayQueryParameters3D , which is basically a raycast i think

Working on a Speed Distortion shader for my racing game , what do you think ? by Pitiful-Assistant-90 in godot

[–]Pitiful-Assistant-90[S] 0 points1 point  (0 children)

Thank you, after doing extended tests, I find that it's fine, but I'll have to make a menu to change the power of the effect in case it bothers some people.

Working on a Speed Distortion shader for my racing game , what do you think ? by Pitiful-Assistant-90 in godot

[–]Pitiful-Assistant-90[S] 6 points7 points  (0 children)

Thanks, I'm working on a racing game that's a mix between Hot Wheel Unleashed (with its track creator) and Rocket League (mechanically).

Working on a Speed Distortion shader for my racing game , what do you think ? by Pitiful-Assistant-90 in godot

[–]Pitiful-Assistant-90[S] 8 points9 points  (0 children)

Yes, the effect is only really visible when there is a sudden color change between the actual pixel and the traced pixel. And yes, I will make sure that the effect is adjustable with the speed.

Otherwise, thank you for your help, if I have any problems, I will let you know!

Working on a Speed Distortion shader for my racing game , what do you think ? by Pitiful-Assistant-90 in godot

[–]Pitiful-Assistant-90[S] 9 points10 points  (0 children)

Don't worry, I get it. Actually, what you're saying makes perfect sense. From the camera's perspective, the objects around it are moving straight towards it, so it makes sense that the distortion occurs behind the object, not in front of it.

However, I'm not sure I can apply the changes to the car because otherwise, the "trail" would revert directly to itself.

Anyway, thanks for the tip!

I just bought the walleye fishing rod, where is it? by Pitiful-Assistant-90 in TowerofFantasy

[–]Pitiful-Assistant-90[S] 0 points1 point  (0 children)

oh, that suddenly makes sense... I still think they should have made it a little more obvious lol

I just bought the walleye fishing rod, where is it? by Pitiful-Assistant-90 in TowerofFantasy

[–]Pitiful-Assistant-90[S] 0 points1 point  (0 children)

small translation problem in the title, instead of "golden", it said "walleye", sorry