#Physically simulated hover racing
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Physically simulated hover racing
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
i've also made a little physics demo where it can be piloted around in an infinite desert 
Its hard to make shader like this one?
basic celshading is pretty easy.
but uh this is the terrain shader 
the terrain shader depending on height is either Salt Flats, Sand, or rock, and supports 3 different biomes / color schemes rn
ALINE is a really cool asset. i now have a realtime 3d graph of my hover physics 
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 
Started working on a racetrack system before work.
Checkpoint Progression works, just gotta add laps, time, and a way to Start and quit a race 
https://cdn.discordapp.com/attachments/1357741493556609115/1379163927316922409/image.png?ex=683f3dff&is=683dec7f&hm=628de2e1fef39c9e5bbf41ddfdfb79095a3be4f7b5103d5662fd616cc439589d&
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
- sometimes when colliding with terrain the racer drastically changes directions in an instant.
lowering the max angular velocity fixed that
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
And why are you posting this in my thread 
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
I think some dead bushes would fit perfectly in this scene