![]() After looking for a Pod Racer model online, I found one on Sci-Fi 3D, and attempted to import it into Unreal Engine. The next thing to do was to replace the hover car with a Pod Racer model. Code Snippet: Collision detection and action of pod when it hits another object:.Below is a screenshot showing all the surfaces on a single canyon block (blue lines show the edges of surfaces):.I also impemented collision detection between the hovercar and the canyons. ![]() Then I add some test scenery to the game using real-life canyon assets from Quixel.Code Snippet for applying the acceleration curve.I later on decided to change to a curve like this one below as it felt more realistic and models vehicle motion control profiles in real life:.This curve is like the 1999 Star Wars Racer game, where the pod would intially accelerate all of a sudden: At first, I had a curve like the picture below. I then added acceleration curves and got the car to accelerate and deaccelerate. Next I imported a hover car model that I found online (on TurboSquid) and replaced the rectangular block with the new hover car. The 4 red lines under the hover "block" are a visualization of the hover forces that are being applied. This uses damping and force vectors, and I continuously fine-tuned the physics as I worked on this project so that the gameplay had a nice feel to it. Then I followed some tutorials ( Hover Tutorial 1 and Hover Tutorial 2) on how to create the hover physics that was needed for my game. I first started with the basic third person template in Unreal Engine. A gif this demo can be found by looking at point #5 in The Making of the Game.Compilied version of this demo is also available in releases page of this repository.It has realistic hover physics that allow you to "float" and move around. ![]() While the full game is available as a download, the only code available in this repository is a Hover Car Demo I made using Unreal Engine 4.
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