playMaker

Author Topic: Thrash Racer - Banger racing / life sim  (Read 12618 times)

Artoo

  • Playmaker Newbie
  • *
  • Posts: 46
Re: Thrash Racer - Banger racing / life sim
« Reply #30 on: May 18, 2022, 10:00:41 AM »
Hi.
If the playmaker window is visible during play mode in editor it can cause lag (i'm not sure if that is still the case on the latest PM)

if you do not use the custom fsm, is the lag gone?
if so then it's probably something inside that script that its causing it.

I mean input lag, is there some?
I´ve had some visual lag with large fsm´s, and if I activate them during gameplay.
I´ve made my scripts so that they don´t need to be deactivated and activated, they just have "inactive" states in them

djaydino

  • Administrator
  • Hero Member
  • *****
  • Posts: 7615
    • jinxtergames
Re: Thrash Racer - Banger racing / life sim
« Reply #31 on: May 18, 2022, 10:15:25 AM »
Hi.
There should be no input lag due to playmaker.

Artoo

  • Playmaker Newbie
  • *
  • Posts: 46
Re: Thrash Racer - Banger racing / life sim
« Reply #32 on: June 05, 2022, 12:33:39 PM »



Dunno if images are showing, I made a little experiment during weekend to test a hex-based terrain destruction, and HDRP lighting in Unity as a small side project :>

https://twitter.com/ThrashRacerGame/status/1533414860519874561/photo/3

Artoo

  • Playmaker Newbie
  • *
  • Posts: 46
Re: Thrash Racer - Banger racing / life sim
« Reply #33 on: June 13, 2022, 01:13:32 PM »
I´ve been experimenting with uneven track surfaces, height differences are exaggerated in the picture :>
« Last Edit: June 13, 2022, 06:09:48 PM by Artoo »

Artoo

  • Playmaker Newbie
  • *
  • Posts: 46
Re: Thrash Racer - Banger racing / life sim
« Reply #34 on: September 10, 2022, 08:48:02 AM »
Well, progress was slow but now it´s picking up speed again!

I made a new clean project as a base and I´m rebuilding the systems.
The old project I had been building on was really old, I had used it for all of my prototype games.
It was getting a bit confusing to work on since I had all kinds of unused crap there.

Now it´s so much easier to develop since I add only what I need to the project. No more prototyping, now it´s going for an actual game :>

Here´s a new player character system, with a wheel collider for feet!
It doesn´t look like much, but it works much better than my old one which had trouble moving around and dealing with slopes  :)

Artoo

  • Playmaker Newbie
  • *
  • Posts: 46
Re: Thrash Racer - Banger racing / life sim
« Reply #35 on: November 24, 2022, 08:56:14 AM »
I prototyped a physical frame straightening system, I saw this done to some demolition derby cars.
Attach a chain in the front, put it in reverse and floor it! :D

You can still screw this up and end with more bent frame if you´re not careful,
this is a physical joint connected to the frame, and the results depend on what speed and angle you are reversing at.

I´ll create an optional way to straighten frames for cars that are too bent to achieve enough speed, maybe like by pressing the front down with a forklift, like I´ve seen done to banger racing cars.


...at this point it might not work so well anymore :D
« Last Edit: November 24, 2022, 09:26:43 AM by Artoo »

Artoo

  • Playmaker Newbie
  • *
  • Posts: 46
Re: Thrash Racer - Banger racing / life sim
« Reply #36 on: November 27, 2022, 08:57:03 AM »
I´ve been testing ways to do smaller parts that fall off :>

Artoo

  • Playmaker Newbie
  • *
  • Posts: 46
Re: Thrash Racer - Banger racing / life sim
« Reply #37 on: January 13, 2023, 09:36:51 AM »
I´m building a damage system for mechanical parts, they are located inside the main colliders that deform in collisions, and eventually will start taking damage if hits are detected near enough.
So far it only works 1-dimensionally (based on distance from the center of a mechanical part), but I may build a 3-dimensional system for them.

I´m also making a system for detachable parts based on the deformation of the colliders, vertex changes in the colliders are checked and parts can fall off based on their movements. This is much faster for the game to calculate than my old system with everything connected with joints all the time, and could allow up to 40 cars in races. But I need to do more testing to confirm that :>


Artoo

  • Playmaker Newbie
  • *
  • Posts: 46
Re: Thrash Racer - Banger racing / life sim
« Reply #38 on: March 23, 2023, 10:01:45 AM »
A better collider system, that allows the cars to hit the environment in any angle without clonking into a sudden stop :>
I´ve also worked on a lot of new features, that are not visible (yet), such as
-new detachable parts system and collision and damage detection
-mechanical damages
-corrosion of frame and parts, which affects weight and structural strenght of the car and how well detachable parts are attached
-dirt, that builds up and adds weight and effects cooling
-brake and engine cooling, depending on aero and parts that block airflow

Also the cars are now built on prefabs, which has sped up working on them a lot