#Physically simulated hover racing

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hybrid wyvern
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gonna post some stuff here as i go along CatDance

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Physically simulated hover racing

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so far i've done a bit of everything.
~ Worked on the world (30x30km map with infinite proc gen desert around it)
~ Made clouds im proud of
~ made a physically simulated hover racer that's nice to handle even on uneven terrain
~ currently redoing the whole racer physics, incorporating various stats that can change depending on the racers installed parts/upgrades

analog prism
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Its hard to make shader like this one?

hybrid wyvern
hybrid wyvern
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ALINE is a really cool asset. i now have a realtime 3d graph of my hover physics catJAM

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also figured out that i can avoid wobbly joints in unity lowering the weight of my rigidbodies. Now i just have to adjust all of teh values for the hover sim again LMAOO

hybrid wyvern
hybrid wyvern
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Improved my physics a bit more, weeding out 2 issues that annoyed me for a while.

  • when turning, the engines tended to point downwards, worse the more i turned.
    figured out its a gyroscopic effect from rotating to e.g the right, and tilting to teh right at the same time.
    simply clamped the rotation so the engines never point down when running, call it part of the hover stabilizer device Rose_Coolthumbsup
  • sometimes when colliding with terrain the racer drastically changes directions in an instant.
    lowering the max angular velocity fixed that
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The racetrack system also supports laps, time, and actually starting a race now.
next is moving the player to the exact starting line and freezing them there for a nice little countdown, instead of letting them do a rolling start at 600kmh lol

torn agate
hybrid wyvern
hybrid wyvern
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made a new terrain shader for unity thats a little easier to use with painting layers
its semi-procedural, default layer is sand, steep slopes get rock, the higher the less steep the slope needs to be to turn into rock.
Can paint my salt flats as layer, but only close to height 0, and all layers have some noise around teh edges to better blend.
still have to iron out a few quirks, add normals, and add the horizontal lines on the rock the old shader had

rain jolt