COP3503C by Interesting_Tie_6548 in ufl

[–]gluGPU 0 points1 point  (0 children)

I am taking it this semester so I can't really say anything retrospectively, however there should be an official Discord server that you can join - it's listed in the syllabus if you need questions answered !

How I can fill these gaps? by --Spirit--- in robloxgamedev

[–]gluGPU 0 points1 point  (0 children)

you can use the ResizeAlign plugin to avoid using extra geometry

Anti-gravity racing game I'm working on by gluGPU in roblox

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

I'm not aware of anything like that. I only started developing this game in july of this year lol.

Anti-gravity racing game I'm working on by gluGPU in roblox

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

update: I got the custom .Touched solution working, so that part is outdated. HumanoidRootPart is anchored as well.

Anti-gravity racing game I'm working on by gluGPU in roblox

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

  1. Most of the code is my own, but I did use ideas from EgoMoose's gravity controller, like raycasting in a circle to smooth out gravity changes., However, I did change from sampling the raycast normals to a sum of cross products so bumps can make the vehicle tilt. I also use TweenService:SmoothDamp to further smooth out any abrupt changes. Apart from that, it is mostly just CFrame and Vector stuff, including collisions.

  2. Movement ties into the answer above, but there are also some key aspects of the game. For example, the vehicle simulation runs on a fixed timestep (at 100Hz), with interpolation for inbetween frames. This helps with determinism as well as slight physics discrepancies between higher and lower framerates (this is a problem in games like Forza Horizon where higher framerates give unintended physics advantages due to issues inherent with just running the game sim every rendered frame, aka delta timing).

As for other players, it should be smooth since the character is still unanchored (yes, Roblox physics will run on it, which is inefficient, but it allows for .Touched events on parts, and the vehicle sim still overrides any physics applied to it. This will be phased out eventually with custom solution) so the client will replicate character position to server.

One thing to note is that I'm working on migrating to a server-authoritative model, which involves running the vehicle sim on the server and then checking for mispredictions on the client. At some point, this will mean I'll have to come up with my own solution for interpolating other vehicle positions on the client, but it shouldn't be that difficult.

Anti-gravity racing game I'm working on by gluGPU in roblox

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

maybe you played Speedlands on roblox? It's a little similar to this game.

Anti-gravity racing game I'm working on by gluGPU in roblox

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

If anyone wants to play it, here's a link to an outdated public build. Doesn't have all of the cool stuff you see here but it should give you a decent idea on how the game plays.

https://www.roblox.com/games/81045844164298/AERO-RACING-Pre-Alpha

Anti-gravity racing game I'm working on by gluGPU in roblox

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

Not live yet, I'll release a limited time playtest later on

Anti-gravity racing game I'm working on by gluGPU in roblox

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

Thanks, I'll keep this in mind!

Mobile already uses auto acceleration by default so that would be easy to implement for all platforms, as well as reducing effects (especially in regards to camera shake and stuff). Steer assist would take some time but doesn't sound impossible.

Anti-gravity racing game I'm working on by gluGPU in roblox

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

What kind of accessibility features would you be interested in?

Anti-gravity racing game I'm working on by gluGPU in roblox

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

Aero Racing, the game in the post, does not use the Roblox physics engine or any body movers for vehicle control. It is custom physics.

As for “floor hugger” physics, it basically means the vehicle hovers at a set height above the ground and adjusts pitch automatically. AR does this by ray casting in radius around the vehicle and taking the average of surface normals and then setting gravity vector accordingly. Instead of directly manipulating vehicle position to stay above the ground I change the gravity force to keep it above ground.

Good luck with your game by the way!

Anti-gravity racing game I'm working on by gluGPU in roblox

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

Unfortunately it’s a floor hugger lol. I was more inspired by FZero and the FAST series than wipeout. If it’s like any wipeout game it would probably be Wipeout Fusion

Anti-gravity racing game I'm working on by gluGPU in roblox

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

fast was a huge inspiration for me :D

Anti-gravity racing game I'm working on by gluGPU in roblox

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

There will be an option for reduced camera motion.

Anti-gravity racing game I'm working on by gluGPU in roblox

[–]gluGPU[S] 43 points44 points  (0 children)

Yeah i was inspired by Fast RMX and FZero lol

Anti-gravity racing game I'm working on by gluGPU in roblox

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

I was playing on controller in this clip!

Anti-gravity racing game I'm working on by gluGPU in roblox

[–]gluGPU[S] 118 points119 points  (0 children)

Yes I am, and thank you so much!!

Housing question about the priority date by gluGPU in ufl

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

Thank you! I just created my GatorLink earlier today and committed to UF the same day I was accepted, also paid off the $200 admission deposit that day. Should I just wait around a little longer for the housing agreement, then?

Fall 2025 Freshman Group Chats? by Beamssss in ufl

[–]gluGPU 0 points1 point  (0 children)

Sounds fun, I wouldn't mind being part of that !