I started to work with CryEngine Sandbox twelve years ago. (damn, already 13 years?) I also work with Game Maker and I'm learning with Unreal Engine 4.

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Report RSS Razor Sharp - Traffic (view original)
Razor Sharp - Traffic
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pvcf
pvcf - - 4,939 comments

great!
is there a possibility to place (fake)shadows? i developed this technique for opcl, just a alphafadet plack rectangle on ground, would be perfect for your z plane ground and would add athmosphere.

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Vikom Author
Vikom - - 612 comments

You mean just a rectangle under cars? Sounds like an interesting idea, I'll try it.

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pvcf
pvcf - - 4,939 comments

now, i meant it for buildings and not visible stuff like shadows from electrical wires across the street.
first the idea came me for the vehicles here but it will not work if a vehicle will turn, then the shadow will be on the false side in comparison to all other shadows.

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Vikom Author
Vikom - - 612 comments

I though you meant it for cars and "shadow circles" some interactive stuff like people or street objects.
I'm not sure about the buildings globally...I got an idea right now how it could be probably done! :D I'll try it soon.

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pvcf
pvcf - - 4,939 comments

for pple a fakeshadow might work, but not for vehicles.
(not if you attach the shadow on the vehicle itself).
but maybe you can do a little script which projects below every car a shadowplane with a constant x-y offset, that would give the illusion of realtime shadow, you only have to ask also if vehicle is in a 0/180 or 90/-90 degree and alter than the shadowmesh, should be easy.
but i'm sure the transmission will look bad if vehicle make a turn.

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Vikom Author
Vikom - - 612 comments

No fear, I've been thinking about offsets and shadow's angles.
We'll see what I can do.

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pvcf
pvcf - - 4,939 comments

i dont have fear :D atleast not for shadows in top down games :D

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Vikom Author
Vikom - - 612 comments

I've been making shadows today and it's not done yet. The cars' and people's shadows are easy and good looking. The buildings' shadows are the 3rd most evil thing I've met so far. (right after gear box and traffic AI)

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pvcf
pvcf - - 4,939 comments

really? why?

and how can be carshadows easy and good looking if they are faked? does it work for cars driving in booth directions? or is then one of them "false" side shadowed ?

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Vikom Author
Vikom - - 612 comments

I'm not sure if they're fake or not. I've added two global variables - sun height and sun direction, so the shadows will be moving depending on the current time.
The cars' shadows are easy because it's just a flat sprite with some relative offset and direction.
The buildings' shadows are more complicated because I'm making the roof's shadow same as cars' but the walls must be done a complicated way using triangles. Those are many of values, so it's quite hard to not get lost in that.
Also, the shadows are just a black color with 20% opacity, so when buildings' shadows are placed incorrectly, they cover each other, so the shadows are darker in some places (40% opacity).

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pvcf
pvcf - - 4,939 comments

i'm aware about the shadow overlaying problem and i have the same, in that case i have to create a new coverplane which have just the form of the two overlaying shadows. (2 minutes in 3dsmax)

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Description

Just a screenshot of two cars on a road. The black one could be even a final version because it's texture has been redrawn.
The HUD is not final. There will be no "fuel bar" and speed in numbers like now and the gear indicator will also look better.
Also, this is the same location like in the "3d people" screenshot because the map with 3d buildings is very small and most of it is glitching anyway.
You might be asking why I'm making cars from 50's/60's. Don't be afraid, there will be modern cars too.