
THERE'S A NEWER VERSION OF THIS: The Color Update
I actually managed to get a little walk cycle up and running. It's pretty basic for now but please enjoy it. I've linked the animation/game thing below. It requires the Unity 3d plugin to run.
Fluttershy version
Vinyl version
I actually managed to get a little walk cycle up and running. It's pretty basic for now but please enjoy it. I've linked the animation/game thing below. It requires the Unity 3d plugin to run.
Fluttershy version
Vinyl version
Category All / Macro / Micro
Species Human
Size 885 x 746px
File Size 452.4 kB
Yeah I know what the problem is with that thankfully. It's just those breakable cars are real resource hogs. The game plays fine on my computer with no sliding feet but plenty have told me that the cars make the game lag out for them.
It'll get it looked into. (Or maybe I'll do something completely different when I go further with it than just infinite sidescolling)
It'll get it looked into. (Or maybe I'll do something completely different when I go further with it than just infinite sidescolling)
Wow so all of this is simulated in real time and the infinite long road procedurally generated, didn't know unity can do all that in a browser.
I would suggest adding more controls since you can on something like this like to add like camera rotation via mouse and adjusting things like traffic density or even scale. Since right now it looks like a preredered video shot from multiple angles.
I would suggest adding more controls since you can on something like this like to add like camera rotation via mouse and adjusting things like traffic density or even scale. Since right now it looks like a preredered video shot from multiple angles.
I'm just shocked by the level of detail you added. The cars' wheels actually roll them, so I'm guessing that the Giantess is moving, not the road and backgrounds. Also the way the cars breaks makes me think you've most likely made them yourself, as they are broken into parts rather than just triangles.
I really look forward to seeing more of your work, and possibly getting tips from you.
I really look forward to seeing more of your work, and possibly getting tips from you.
It's as you guessed before. Each part of the car A seperate model with its own set of colliders and rigidbodies. Then they are simply connected together using a set of unity's joints. Them simply hitting them with a collider is enough to make them break apart with the right setup. There's very little code on those cars at the moment.
Thank you I'm going to try to figure this out. Right now I've no idea how to separate the mesh into different pieces like yours (I'm not a modeler). I'm asking a huge favor, but could you possibly share a prefab for your destructible car? I'd really appreciate it. If not I'll eventually find something to work with.
I have the ground broken into even, identical parts and spread out evenly. Then I keep track of the character as she moves forward. When she moves forward enough I translate the furthest back ground piece to to the front of the line. Repeat until floating point precision breaks down.
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