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Topic Summary

Posted by: Jay Doomed
« on: July 14, 2016, 03:08:01 PM »

Still hoping to check this out buddy I just need time. Keep it up though
Posted by: Drahsid
« on: July 13, 2016, 10:38:49 PM »

Uploaded a small fix which fixed:
  • Gun recoil
  • Garbage cleanup
  • Post-processing effects
  • Soft shadow rendering
Posted by: Drahsid
« on: July 10, 2016, 03:00:51 PM »

Probably not. Especially not with assets (models, textures, sounds) sourced from the internet.
Posted by: Drahsid
« on: July 08, 2016, 11:50:03 PM »

Just uploaded the new build.
Other than the bullet rendering, I added bullet sounds, bullet holes upon hit, and made small modifications to the bob and sway upon movement. I also changed the swing formula a ton and made the gun kick around while firing.
Posted by: Drahsid
« on: July 08, 2016, 07:56:21 PM »

On that note, I just transferred the project to my desktop and made a work around for the bug. I've done a lot of tweaking, I think it looks pretty good. Here are some gifs I took while tweaking:
https://gyazo.com/3c2584fdfb94375ea74b39af3bb0ed11
https://gyazo.com/6629be6e2b6dd3993461128720276b4a
https://gyazo.com/49279c706c49aecb4875d64a3312d523
https://gyazo.com/988f97ed18196cf89f0387d5c07a1eb4
https://gyazo.com/6f9be75b6b18bc0d6576e53c31f09269
Posted by: Drahsid
« on: July 08, 2016, 01:55:55 PM »

I know you guys really want to try the new version out, and might be curious on why I haven't uploaded a build yet, so I'll shed some light on it:

Quote
Hey,
 
We recently fixed this issue in our mainline codebase. It is indeed occurring when you have both Lines and Trails in the same scene, and when those components share materials, such that the code would accidentally try to batch them together.
 
I'll check whether the fix has made it into 5.4, and if not, will make sure it gets backported as soon as possible.
 
Sorry for the inconvenience,
 
Richard

I was making the bullets look better and it started to render buggishly, so I made a bug report after confirming what caused the bug.
Posted by: Drahsid
« on: July 07, 2016, 10:44:36 PM »

Almost done with bullet physics.
You can easily examine air resistance and velocity falloff here.
You can easily examine velocity falloff and gravity here.
The trails look good in third person, as seen here.
I'll upload the build after a few tweaks.  8)
Posted by: Drahsid
« on: July 03, 2016, 05:58:12 PM »

Just uploaded a small update which fixed the latency when turning while in ADS and sprinting. It also added some post processing filters.
Posted by: Duke64
« on: July 01, 2016, 11:18:36 PM »

I'm enjoying watching this great job man. Going to try this new build like I said before its going to be fun watching something form and grow step by step. Keep it up aye
Posted by: Drahsid
« on: July 01, 2016, 10:58:08 PM »

I uploaded the new version to the drive link and the GameJolt upload now works (and is up to date)
This update is a rework on how the gun(s) are handled, It improved organization, efficiency, and ease of use. I also tweaked all of the values in the procedural animations, fixed the ADS, I also added a better prototype gun mesh. I fixed the scale of the player and the gravity. I'll probably be adding the bullet rendering in the next update.
Posted by: Drahsid
« on: July 01, 2016, 09:52:08 PM »

https://gyazo.com/56267c47b9dcb4b8399a673590c24c6d
I might have underdone it on the damper right there.
Thought you guys might like that.
Anyways, I'll upload a new version soon.
Posted by: Drahsid
« on: June 30, 2016, 06:15:36 PM »

The other part would be the procedural animation solver, which is super smooth. (Circle your mouse around super quickly, it's amusing.)

First thing I noticed was how smooth it was for the unity engine.

When I write code, I do it efficiency first, because I don't want to nuke the CPU.
I actually had some problems getting my math for the procedural animations to work
When I would write out the equation and solve it myself it would be perfect but in action it wasn't working.
My error was hilariously easy to fix, though. I completely over looked it. (It was updating a single value  ::))
I am quite satisfied with it though.
Posted by: Duke64
« on: June 30, 2016, 06:12:00 PM »

The other part would be the procedural animation solver, which is super smooth. (Circle your mouse around super quickly, it's amusing.)

First thing I noticed was how smooth it was for the unity engine.
Posted by: Drahsid
« on: June 30, 2016, 06:10:28 PM »

Oh yeah. At the moment it's some simple gun mechanics (It actually shoots a procedurally interpolated bullet when you click, it's just not rendered.)
The more interesting part would be the physics I wrote for a ton of it.
The first example would be the bullets, which take gravity, wind resistance and air density into account.
The other part would be the procedural animation solver, which is super smooth. (Circle your mouse around super quickly, it's amusing.)
I'm currently working on a two-joint Inverse kinematic equation so I can add arms.
Posted by: Duke64
« on: June 30, 2016, 06:04:55 PM »

Its a game in the Unity engine very early development but still interesting. Would love to see what it forms into and also if you needed and level designing help at all or someone to make some levels. You can probably get in touch with me. Of course I would have to be interested in what it is so I can apply my love heheh :)
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