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73 Date 2016-04-25 02:54

Forums \ Street Legal Series \ Work In Progress Mods \ Poll: One more SLRR clone in Unity3D

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#61\2016-06-21 13:30
2016-06-21 11:10#268371 sofianinho : Good God ! that is absolutely stunning ! those bolts and screws looks so real ...
So you wanna hire some 3D artists ? how do you plan on paying them ?
As been told, if the Kickstarter brings me any money, I will spend them for artists/designers :)

btw the engine video
#62\2016-06-21 17:39

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Awesome ! it's a shame this project doesn't receive the attention it deserves ...
This post was edited by sofianinho (2016-06-21 18:02, 1 years ago)


Facebook page : BMW Monsters
I do not own any of the images.
#63\2016-06-21 18:23
2016-06-21 17:39#268400 sofianinho : Awesome ! it's a shame this project doesn't receive the attention it deserves ...

Haha it's ok, ppl have a good reason for it :) I understand well the mistrust to this project, as none of similar ones was finished. However, despite I don't claim that this game is going to be standing in a row with such masterpieces of game development as NFS or Race driver GRID, and I do not hide that this is going to be an Indie game, I will do as much as possible to make it interesting and nice and contain the main element of the subject game of this forum - detailed and rich car construction system (fortunately I can humbly say I'm kinda good at car mechanics in real life).

I'm not offended and I don't need a great attention to myself or my project. just be patient ;)
#64\2016-06-21 18:58

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All good then, I'm glad to have the chance to witness the birth of this game from the beginning.


Facebook page : BMW Monsters
I do not own any of the images.
#65\2016-06-21 19:48

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Will this be free when it is released?
#66\2016-06-21 20:12

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Regarding damage and deformation of body parts, I know in unity it can be achieved. Yet is tricky to get working.

steps

-a mesh
-mesh collider
-script has to do the following:
upon an instance contact of a node on the mesh collider, you define the acting force. From there based on material properties, this force can calculate the displacement/deformation related to the hits vector. Then, you must call that particular node on the deforming mesh and apply the displacement. AND it must apply a slightly less displacement to adjoining nodes outward from the initial hit. the mesh is then updated after the applied changes.

the state of the mesh would have to be saved somehow to maintain consistency of game play.


Or you can do some realllyy weeird stuff with rigging bones say for like flexible frames or long rigid body deformations...but that's thinking outside the box.

there are assets out there that already do real-time mesh deformation

WIP Early Access: https://www.dropbox.com/sh/dpf0smr4p8p0t76/AADqGTmgyy7o7umfMAx7Q3Lta?dl=0
Early Access Release:
https://1drv.ms/u/s!AvJ3pVScknZFguRb2PRIutYny8asOQ


Offline Multiplayer:(progress paused for online)% Duster 70-71:100%
Online Multiplayer:30% SL1-Source:50%
Catalog LE2MWM Remix:99% GM-pack-Source:0%
(LE,Jacks,BB93)2MWM: 30% MoparDragtirefix:100%
Mazda 787B Rescipt: 100%
#67\2016-06-22 10:42

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2016-06-21 23:48#268413 Fireful0 : Will this be free when it is released?
The man has to make a living so I don't think it will be, but it's gonna be cheap I suppose, being an Indie game.


Facebook page : BMW Monsters
I do not own any of the images.
#68\2016-06-22 11:49

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if you and wichur are both working in unity, why don't you guys try to work together?
#69\2016-06-22 12:23

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this looks amazing. great work man
CPU: Xeon X5690 Hexacore / Mobo: Gigabyte Intel X58 / RAM: 12GB DDR3 1600 Tri Channel config / GPU:nVidia GeForce GTX 770 / HDD: 120GB Corsair SSD - 2TB Western Digital - 500GB Western Digital External USB 3.0 / PSU: 1300W Tagan
#70\2016-06-24 13:33
2016-06-22 10:42#268444 sofianinho :
2016-06-21 23:48#268413 Fireful0 : Will this be free when it is released?
The man has to make a living so I don't think it will be, but it's gonna be cheap I suppose, being an Indie game.
Absolutely right

2016-06-22 11:49#268450 Iulik : if you and wichur are both working in unity, why don't you guys try to work together?
Well, in indie gamedev EVERYONE now works in unity, but it's not a good reason to work together ;) Moreover, there can't be two leaders in project, i think. Also I have some experience in no-budget team projects, none of them has been finished. It's not good to rely on people's being motivated and inspirated. Also disputes ,controversies, etc. There must be a LEADER and paid workers.

2016-06-21 20:12#268415 FRjhracing : Regarding damage and deformation of body parts, I know in unity it can be achieved. Yet is tricky to get working.

steps

-a mesh
-mesh collider
-script has to do the following:
Thank you! I think I will find a way to cope with it.


2016-06-22 12:23#268451 Singh : this looks amazing. great work man
Thanks!
This post was edited by KeereeDev (2016-06-24 13:47, 1 years ago)

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