Not only are the physics and wheel implementation top-notch, the editing (especially toward the end) is insane and complimented the display well. Very impressive. Everything about this was nuts.
these are all properties of physx engine, i don't know why this guy even mentions unity here, it merely rendered that - and unity sucks so it was slow as fuck
@@xKeray Have you designed wheels that operate that well inside unity before? Last time I fucked around with vehicles with realistic physics it was pretty hard to get polished tbh. Whenever I commented this I was impressed
@@xKeray I’m currently working on a next gen vehicle game and unity is BY FAR the best engine for vehicles. Trust me we wanted to use UE for nanotechnology and lumen but that engine will never be capable of an actual semi decent car. On the other hand, in unity, there are so many different AMAZING vehicle physics that’s it’s honestly hard to decide. There’s a reason every single manufacturer tests and develops their vehicles inside unity to see how they work. Why do people repeat false knowledge that they read on a comment somewhere?
in just one year you have solved most of the game engins and the industry critical problems and limitations not only unity, non convex collider!!, real time update??!! i'm looking forward to your videos and hope for some tutorials, wish you the best
This is what happens when an industry OG Starts with Unity.🧡🧡 So much respect for you sir, i have myself been through creating custom physics solution and ik a little bit of how much toiling this is.
Can you guide me how you started the vehicle movement i am struggling to do so ,i have perfected 2d games but still i am a noob in 3d game developement
@@StudioTatsu Well, when you present something, count on me to talk about it on my channel, I have been watching your videos on Twitter for a long time ^^
@@Mundo_NFS Oh? Well, it sounds like just became one of the first RUclipsrs to get a tech demo. Congratulations. I will contact you when the time comes. :)
That's just too good 👌 🤯 And that took only one year 🤯🤯 I can't wait to see where this will go in the future ! Btw, I'm making a paragliding simulator, and for that I'm trying to make a soft body wing. Could you please give a hit or things to read about how to make soft body that are as good as what you've achieved ? I've made a working model but it doesn't look that realistic
This looks like a more arcady version of beam more focused on driving experience, feel of speed and over looks of the game. It will easily attract ppl that play beam but want a more simplified but better looking version. This game shall be on my list for sure when it comes out 👍
don't get mistaken, he started learning unity 1 year ago, not making games, nobody goes from 0 game dev knowledge to full blown car physics in 1 year, it also requires way more knowledge than game programming such as physics itself.
meanwhile I'm trying to figure out how to make the car smoother , and not feels like a cart on a hill , needs long distance to stop with brake , and it takes almost a minute to get up to speed :3
This is so cool! Although, I feel like your first attempt at realtime softbody vehicle damage is looking more like inflated balloons than deformed metal lol
Very very impressive work. I'm looking at 10:16. How do you apply mesh deformations based on OnCollisionEnter? What equation do you use to convert impact forces into mesh deformation?
Yes and some. I've created a custom rigidbody and collider system to go beyond OnCollisionEnter, OnCollisionStay, etc., Once I've released a game or two, I'll write a few tutorials and a postmortem.
@@siryoloswagling6728 PhysX for gravity and collision detection. I handle the things PhysX doesn't do or things that are not compatible with all devices. Heavy Mesh deformation, Custom Colliders, mass weight balancing, etc.,
@@StudioTatsu In my opinion, you have the most impressive performant softbody implementation. Though I am very perplexed about how you've implemented the deformation. Do you a sphere-based deformation scheme at 10:16?
Impressive. Of everything you showed, the only thing I can criticise is the tire smoke particle effect. And I'd really love to know more about what went into developing the custom wheel collider system. One last question: are you using ECS?
yea - the particles weren't part of Year one dev plan. They are for Year two. No, I'm not using ECS/Dots - I created an entity type system - but not ECS.
@@flyingllama87 I'm a professional Programmer 20+ years. New to Unity "Game Dev", but not new to Unity itself. Developed (non-game) applications. This is my first year using Unity to do actual Game Dev.
@@StudioTatsu Oh so simulations/engineering background or something? The emphasis on R&D made me think you aren't some pimply faced youth doing their first year of game programming :) Well, I hope you're having fun doing game dev.I'll be watching what you bring out closely!
Hi. I am deeply impressed by what you do. Could you tell me how to go about learning game development? Where do I start? Could you point me in the right direction please.
So, the fact that after years of developement you came to custom-made wheel collider tells me that Unity's wheel colliders is something really hard to work with? I spent hours trying to get more or less controllable result (to implement gta5 physics feel) and while on one speed the wheel behave OK, on another speed it suxx, so requires some runtime parameters adjustements, which increases complexity of adjustements even more... I started thinking to get rid of wheel colliders and just manually control RB velocities, to achieve predictable result when drifting, steering and so on.. Your results on your custom wheels look impressive!
Its more of the fct that unity wheels same as unreal wheels are raycast based and not real collider. If you whant to have better physics ou need to make your own real collider wheel.
Thanks, however I’m not using truss, At all. The soft mesh system is completely built in house. Sadly, Truss couldn’t handle more than 5 cars without crashing unity. ☹️
@@StudioTatsu Hats off to you for making your own softbody solution, incredible! Would love to se that in action, eg demo, or use as paid asset, people would buy that no doubt.
@@StudioTatsu then how you made soft mesh. Have you made your own physics engine.the collision reactions are amazing in soft bodies . And how you managed to optimise the performance so much can you tell me please I am new to unity 🙏
@@emulato6792 I didn't create my own Physics engine, I am using some of the same principles seen in this video ruclips.net/video/fH3VW9SaQ_c/видео.html to solve soft-mesh dynamics.
Been following your stuff on reddit, looks amazing. You have any resources to recommend for achieving something like what you have done with your wheel collider?.
I watched a video from GDC "The Science of Off-Roading: 'Uncharted 4's' 4x4, which gave a basic understanding of a wheel collider design. To my knowledge, there are no resources available to create true *Volumetric Wheel Colliders* . The good news is most games don't need this type of wheel collider - raycast/spherecast wheels, or 3D raycast wheels should work fine. This could be overkill in many cases. Unless you are planning on crushing things with the wheels. Some Games like *Monster Jam Steel Titans* and even *GTA 5* faked it to make it work.
@@StudioTatsu Thanks for the reply. Yea, i watched that talk too, I've had some success, but it always ends up very unstable. How do you do grounds detection? Some ways i have tried is using rigidbody.sweep, spherecast and using a static kinematic rigidbody. All these solutions have been somewhat unstable, so i guess the way i apply forces might be my biggest problem, still im intrested in knowing how you decided too do it :).
I don't want this game so badly. I badly want the whole stuff as a Unity package. I would have infinite fun toying around with this plane, cars and stuff. By the way, serious hard work on physics, meshes, colliders... You should consider selling this system as an Asset too.
KUDOS ! .. you rock bro .. this shit ..looks.. illmatic.. so genius.. I like the crushing. rolls..and the car still functions.. nice idea..the physics are spot on ! .. looks very impressive. .. is this project finished ? and is the system .. available for sale ?
No this isn’t for sale. This was for training and learning how to solve complicated physics in game development. The goal is to “eventually” create a full game.
@@StudioTatsu shit kicks ass..bro.. looks soo good.. I like the way the wheels.. move..the smoke.. the crushing physics.of the car shell.. if you have anywhere where you share..how you work.. let me know.. like some video cast..or some#thing..
Oh wow this is amazing, I love beamng so much, but see why it is unfeasible for non-simulation games, but this system would be perfect for action games like GTA! Please tell me there's a demo coming soon, have subscribed to see where this goes 😊
I'm trying to make a monster truck game for my son. I bought a vehicle physics asset from the asset store, but I'm having a really tough time getting it to work. I don't suppose you're willing to share your code/setup for the monster truck in this video?
Which Vehicle Asset did you purchase? I recommend NWH Vehicle Physics 2 or FGear - they have great solutions for wheel collisions in a monster truck game. I made this video over a year ago and the asset developers have improved their assets since then. If you're looking for a *free* vehicle system asset, try Vehicle Physics Pro - Community Edition.
I didn't understand the video, I only saw things bought from the store, where is your progress there? Was probably painting redcardemo's car to orange.
I did not use Truss Physics, if that is what you are implying. I really wanted to, but it didn't work with more than 4 cars without crashing unity. The vehicle physics and softbody solution are *completely* custom. My other videos showcase the difference between asset store solutions and my solution.
I returned to Unreal Engine a few weeks ago. I've made much progress using my prototypes from Unity as a base reference. Not sure how hard it would be to develop a "high detail high-quality simulator"- the BeamNG team has been working on theirs since 2012. I am currently developing sim-cade physics-based games.
Please do a camera movement for car And no not like attach camera to car I mean if you move left then left portion of car should be shown for some time like that please
From where did you obtain all that jdm's car models?, I hope you can help me:\ I've been downloading some fbx models from web pages, but the pivots aren't well positioned
In the beginning, I used *Unity's Standard Assets (for Unity 2018.4)* for vehicles and *Catlike Coding* mesh deformation tutorial. Everything else was trial and error from past experience.
I don’t know the name of the vehicles used. I normally download them locally and edit them for my games. Once I purchase them, I don’t keep track of where they come from after I’ve edited them. Browse thru the vehicle category in the Unity Asset Store. There are many vehicle there.
@@StudioTatsu Well, working 8 hrs a day, 3 hrs for travel and rest for sleep and time to learn something.. Job kinda exhausting, bad habits make hard to do anything much.. One day I have motivation and then maybe in next 10 days I get that motivation again...
@@mrboleus8240 Game Development is not my full-time job. I'm an SR. Software Engineer at a tech company, working 40+ hours a week. All of my game development work seen here on RUclips, my website, and other social media platforms are mainly from weekends of working on it. The biggest hurdle for me was starting. My comments section motivates me to keep going. 90% of them motivate me. As long as at least one person is looking forward to seeing what I'm creating, that's good enough for me. If you want it bad enough, make time. :) Good luck!
@@StudioTatsu I'll try since I have almost zero knowledge about coding and I am getting into Unity. Only thing I can say I'm good is 3d modeling using Blender. That's all.. Btw, thanks for the motivational speech.
Not only are the physics and wheel implementation top-notch, the editing (especially toward the end) is insane and complimented the display well. Very impressive. Everything about this was nuts.
these are all properties of physx engine, i don't know why this guy even mentions unity here, it merely rendered that - and unity sucks so it was slow as fuck
@@xKeray Have you designed wheels that operate that well inside unity before? Last time I fucked around with vehicles with realistic physics it was pretty hard to get polished tbh. Whenever I commented this I was impressed
@@sinify6676 i must have replied to a wrong comment lol
@@xKeray no worries brother
@@xKeray I’m currently working on a next gen vehicle game and unity is BY FAR the best engine for vehicles. Trust me we wanted to use UE for nanotechnology and lumen but that engine will never be capable of an actual semi decent car. On the other hand, in unity, there are so many different AMAZING vehicle physics that’s it’s honestly hard to decide. There’s a reason every single manufacturer tests and develops their vehicles inside unity to see how they work. Why do people repeat false knowledge that they read on a comment somewhere?
Wow, this really looks amazing!
I really hope u do some tutorials in the future some day!
This is incredible dude! Cant wait to get more updates. Subscribed!
in just one year you have solved most of the game engins and the industry critical problems and limitations not only unity, non convex collider!!, real time update??!! i'm looking forward to your videos and hope for some tutorials, wish you the best
Keep up the amazingly great work. Softbody physics fan here (don't know how they work, just love them!)
Thanks.
Fantastic progress. And a very cool video.
I have a feeling you are planning to make a car-related game, but it's just a hunch.
You know you're on the right track when youtube thinks your game is BeamNG Drive. :)
One of the best learning/progress video on RUclips. Respect++
Appreciated. Thanks.
This is fantastic. Congrats so far. Incredible to look at and try to fathom HOW??? - subscribed to watch more :)
Damn this must be hard and complex I respect your hard work sir/ma'am
This is what happens when an industry OG Starts with Unity.🧡🧡 So much respect for you sir, i have myself been through creating custom physics solution and ik a little bit of how much toiling this is.
Thanks. Simply making games I want to play myself. :)
@@StudioTatsu i am glad you replied )
Hats Off To You !
this is my jam, love it
Thanks. Glad you like it. ☺️
@@StudioTatsu where did you learn this from please tell
@@redstonetutorialsminecraft3541 Self-training. I've been writing software applications for years.
Can you guide me how you started the vehicle movement i am struggling to do so ,i have perfected 2d games but still i am a noob in 3d game developement
@@redstonetutorialsminecraft3541 Sorry, that is too broad. If you search for unity vehicle tutorials on RUclips, it will help get you started.
this looks awesome, love to see where this is going
I want this game badly
I also
Same , I want this game
Hoping to see this in the Asset Store somewhere in the future!
im hoping to have this for free and no work at all.
0:00
how did you make this? .. really the birds as if they are real .. can you make a video showing how you did this?
The bus at the end appeared like the Colossal Titan
The best intro anytime
Looks really great.. hope you release this sandbox o e day would love to play with it around :oo
Can't wait to see this tech in a game or SDK (unity plug-in?).
Working on a game. Hopefully I can make enough progress to announce it this year.
Amazing work. Would love to see your tech on the asset store, I totally respect you'd rather make a game though.
Maybe one day!
this has to be the most inspiring unity vid 🤩🤩
Holy shit, THIS is impressive
outstanding.
*Please Subscribe if you enjoyed this video and want updates regularly. Thanks!*
That's very impressive!
man this is INSANE! It's just like The Matrix Awakens 😲
OMFG
, Please tell me that you are really making a video game with all this 😍
yes of course. :)
I made the tools first, so I can now focus on making games.
@@StudioTatsu
Well, when you present something, count on me to talk about it on my channel, I have been watching your videos on Twitter for a long time ^^
@@Mundo_NFS Oh? Well, it sounds like just became one of the first RUclipsrs to get a tech demo.
Congratulations. I will contact you when the time comes. :)
@@StudioTatsu Hey, what about a powerfull car system asset in Unity Asset Store?
@@SixDayStudio There are plenty of car systems already in the asset store. I don't think another one would be worth it.
Great work! I want to try this to make my own racing games!
yes i needed this
Me too. 😉
This is amazing :o
That's just too good 👌 🤯 And that took only one year 🤯🤯 I can't wait to see where this will go in the future !
Btw, I'm making a paragliding simulator, and for that I'm trying to make a soft body wing. Could you please give a hit or things to read about how to make soft body that are as good as what you've achieved ? I've made a working model but it doesn't look that realistic
where did u get the nissan skyline model and the other one which comes at 3:47
now that’s awesome
This looks like a more arcady version of beam more focused on driving experience, feel of speed and over looks of the game. It will easily attract ppl that play beam but want a more simplified but better looking version. This game shall be on my list for sure when it comes out 👍
Beamng who?
I have a question: you started making games a year ago and you made this?? your amazing this is one of the best things ive seen in awhile
don't get mistaken, he started learning unity 1 year ago, not making games, nobody goes from 0 game dev knowledge to full blown car physics in 1 year, it also requires way more knowledge than game programming such as physics itself.
@@armandoferreira1346 yes I totally agree with you
"With over 20 years of experience in many multimedia and software development fields" from his website
Incredible work!
I need this in my life
Seeing how well the cars deform
This could actually rival beamNG.Drive
-And rigs of rods too i guess-
Awesome work!
Thanks a lot!
Ok now how about softbody tires
AWESOME!!!!!!!!!!!!!!!!!NICE!!!!!!!!!!!!!!!GREAT!!!!!!!!!!!!!!!!!!!COOL!!!!!!!!!!!!!INCREDIBLE!!!!!!
i need to say just wow !
how did you make the anti roll bars
incredible
Thanks! :)
What resources do you recommend for developing a tire model? One that can simulate slip angle and sidewall physics?
That’s damn epic!
Max Developing yeah true
i'm not surprised to find you both here
@@EngiNetion Yep :)
EngiNetion Same lmao
Max Developing we like unity realistic car physics and softbody physics. No doubt about that
meanwhile I'm trying to figure out how to make the car smoother , and not feels like a cart on a hill , needs long distance to stop with brake , and it takes almost a minute to get up to speed :3
please sir provide us a documentation to learn these types of systems...
You were learning 3D physics modelling. Not game dev.
You are twiking an asset right? You buy an asset and then changing the settings to achieve what you are looking for? What asset do you use?
This is so cool! Although, I feel like your first attempt at realtime softbody vehicle damage is looking more like inflated balloons than deformed metal lol
lol it was a balloon. I needed to make sure I could deform something uniformly first.
How did you make the map? I am struggling with making a map!!!
impressive VERY
that is awesome really fantastic subscribed dear. hope you publish tutorial on these very soon.
Very very impressive work. I'm looking at 10:16. How do you apply mesh deformations based on OnCollisionEnter? What equation do you use to convert impact forces into mesh deformation?
Yes and some. I've created a custom rigidbody and collider system to go beyond OnCollisionEnter, OnCollisionStay, etc.,
Once I've released a game or two, I'll write a few tutorials and a postmortem.
@@StudioTatsu Super fascinating. So do you utilize PhysX or is everything from scratch?
@@siryoloswagling6728 PhysX for gravity and collision detection. I handle the things PhysX doesn't do or things that are not compatible with all devices.
Heavy Mesh deformation, Custom Colliders, mass weight balancing, etc.,
@@StudioTatsu In my opinion, you have the most impressive performant softbody implementation. Though I am very perplexed about how you've implemented the deformation. Do you a sphere-based deformation scheme at 10:16?
@@siryoloswagling6728 It is all using the same soft-mesh system. It can be as soft as water are as hard as steel. Take a look at our previous video.
bro can you tell me the ground asset name, i tried to find that but it didn't work
Impressive. Of everything you showed, the only thing I can criticise is the tire smoke particle effect. And I'd really love to know more about what went into developing the custom wheel collider system. One last question: are you using ECS?
yea - the particles weren't part of Year one dev plan. They are for Year two.
No, I'm not using ECS/Dots - I created an entity type system - but not ECS.
@@StudioTatsu I'm impressed! May I ask your game dev background? That's a lot of work for your first year of working with Unity!
@@flyingllama87 I'm a professional Programmer 20+ years. New to Unity "Game Dev", but not new to Unity itself.
Developed (non-game) applications.
This is my first year using Unity to do actual Game Dev.
@@StudioTatsu Oh so simulations/engineering background or something? The emphasis on R&D made me think you aren't some pimply faced youth doing their first year of game programming :) Well, I hope you're having fun doing game dev.I'll be watching what you bring out closely!
1:43 tutorial on softbody physics?
That was an old prototype. My current focus is Game Development. It would take too much time to create tutorials.
Can you make us a tutorial Of how did U make these phisicses plz
Hi. I am deeply impressed by what you do. Could you tell me how to go about learning game development? Where do I start? Could you point me in the right direction please.
If you decide to use Unity Game Engine. Search "Brackeys" in RUclips.
There are many tutorials to help you get started.
awsome
That's cool!
So, the fact that after years of developement you came to custom-made wheel collider tells me that Unity's wheel colliders is something really hard to work with? I spent hours trying to get more or less controllable result (to implement gta5 physics feel) and while on one speed the wheel behave OK, on another speed it suxx, so requires some runtime parameters adjustements, which increases complexity of adjustements even more... I started thinking to get rid of wheel colliders and just manually control RB velocities, to achieve predictable result when drifting, steering and so on.. Your results on your custom wheels look impressive!
Its more of the fct that unity wheels same as unreal wheels are raycast based and not real collider.
If you whant to have better physics ou need to make your own real collider wheel.
@@cybertpax btw, I just added steering assistance to unity wheel colliders and it behaves really nice, predictable and controllable!
1:44 Nanotech my friend
Do you have a tutorial or an online course?
Amazing, all this in unity (and possibly great use of truss?)!
Thanks, however I’m not using truss, At all. The soft mesh system is completely built in house. Sadly, Truss couldn’t handle more than 5 cars without crashing unity. ☹️
@@StudioTatsu Hats off to you for making your own softbody solution, incredible! Would love to se that in action, eg demo, or use as paid asset, people would buy that no doubt.
@@StudioTatsu then how you made soft mesh. Have you made your own physics engine.the collision reactions are amazing in soft bodies . And how you managed to optimise the performance so much can you tell me please I am new to unity 🙏
@@emulato6792 I didn't create my own Physics engine, I am using some of the same principles seen in this video ruclips.net/video/fH3VW9SaQ_c/видео.html to solve soft-mesh dynamics.
@@StudioTatsu thank you so much for replying,thanks for helping
I really want to learn how to make realistic suspension and cars like this, you should make some tutorials I just subscribed 👌👍
Thanks for the sub!
can you give us your post process values?
Been following your stuff on reddit, looks amazing. You have any resources to recommend for achieving something like what you have done with your wheel collider?.
I watched a video from GDC "The Science of Off-Roading: 'Uncharted 4's' 4x4, which gave a basic understanding of a wheel collider design.
To my knowledge, there are no resources available to create true *Volumetric Wheel Colliders* .
The good news is most games don't need this type of wheel collider - raycast/spherecast wheels, or 3D raycast wheels should work fine.
This could be overkill in many cases. Unless you are planning on crushing things with the wheels.
Some Games like *Monster Jam Steel Titans* and even *GTA 5* faked it to make it work.
@@StudioTatsu Thanks for the reply. Yea, i watched that talk too, I've had some success, but it always ends up very unstable. How do you do grounds detection? Some ways i have tried is using rigidbody.sweep, spherecast and using a static kinematic rigidbody. All these solutions have been somewhat unstable, so i guess the way i apply forces might be my biggest problem, still im intrested in knowing how you decided too do it :).
@@albinadolfsson296 Like most game studios - That is a discussion AFTER I've released a few games.
Can't give away all of the trade secrets yet. ;)
@@StudioTatsu Fair enough
hot digity dog, this is impressive. Are there any papers or books that you recommend?
I can highly recommend reading *Position Based Dynamics* paper
matthias-research.github.io/pages/publications/posBasedDyn.pdf
I don't want this game so badly. I badly want the whole stuff as a Unity package.
I would have infinite fun toying around with this plane, cars and stuff.
By the way, serious hard work on physics, meshes, colliders... You should consider selling this system as an Asset too.
where do i get the Soft mesh ? And congratulations your job is amazing.
Thanks. Soft Mesh is my custom solution for softbody dynamics.
KUDOS ! .. you rock bro .. this shit ..looks.. illmatic.. so genius.. I like the crushing. rolls..and the car still functions.. nice idea..the physics are spot on ! .. looks very impressive. .. is this project finished ? and is the system .. available for sale ?
No this isn’t for sale. This was for training and learning how to solve complicated physics in game development. The goal is to “eventually” create a full game.
@@StudioTatsu shit kicks ass..bro.. looks soo good.. I like the way the wheels.. move..the smoke.. the crushing physics.of the car shell.. if you have anywhere where you share..how you work.. let me know.. like some video cast..or some#thing..
I need tutorials on this please
Oh wow this is amazing, I love beamng so much, but see why it is unfeasible for non-simulation games, but this system would be perfect for action games like GTA! Please tell me there's a demo coming soon, have subscribed to see where this goes 😊
Better car physics than cyberpunk 2077
damn drifitng is awesomeee
I want to learn plz give me some advice please🙁
Can you plz make a render setting tutorial
There are plenty of tutorials already on Post Processing, I used this one as a starting point, ruclips.net/video/uwYf1yMPuvk/видео.html
Good job
I'm trying to make a monster truck game for my son. I bought a vehicle physics asset from the asset store, but I'm having a really tough time getting it to work. I don't suppose you're willing to share your code/setup for the monster truck in this video?
Which Vehicle Asset did you purchase? I recommend NWH Vehicle Physics 2 or FGear - they have great solutions for wheel collisions in a monster truck game. I made this video over a year ago and the asset developers have improved their assets since then. If you're looking for a *free* vehicle system asset, try Vehicle Physics Pro - Community Edition.
from where you got these cool car models
Turbosquid and unity asset store. The rest is custom made.
bro please tell me how did you made al of this can you do some classes for us to learn, please
I didn't understand the video, I only saw things bought from the store, where is your progress there? Was probably painting redcardemo's car to orange.
I did not use Truss Physics, if that is what you are implying. I really wanted to, but it didn't work with more than 4 cars without crashing unity.
The vehicle physics and softbody solution are *completely* custom. My other videos showcase the difference between asset store solutions and my solution.
Please where did you find this car models?
Unity Asset Store.
how hard would it be to make a high detail high quality simulator in unreal engine?
I returned to Unreal Engine a few weeks ago. I've made much progress using my prototypes from Unity as a base reference. Not sure how hard it would be to develop a "high detail high-quality simulator"- the BeamNG team has been working on theirs since 2012. I am currently developing sim-cade physics-based games.
where did you learn Jubs and Burst System?
I learned from examples.
github.com/stella3d/job-system-cookbook/
Please do a camera movement for car
And no not like attach camera to car
I mean if you move left then left portion of car should be shown for some time like that please
Where can I get the soft body deformation
From where did you obtain all that jdm's car models?, I hope you can help me:\ I've been downloading some fbx models from web pages, but the pivots aren't well positioned
I had the same issue with car models. So now my system doesn't care about the pivots; as long as the parts are separated it works.
can you share resource that you used for RND?
In the beginning, I used *Unity's Standard Assets (for Unity 2018.4)* for vehicles and
*Catlike Coding* mesh deformation tutorial.
Everything else was trial and error from past experience.
Carmageddon Unity? Please?
What's the render pipeline in this video?
Standard Pipeline
8:32 BALOON CAR
Can you give the asset(s) name please 🙏
Sorry for disturbing. 🙂
I don’t know the name of the vehicles used. I normally download them locally and edit them for my games. Once I purchase them, I don’t keep track of where they come from after I’ve edited them. Browse thru the vehicle category in the Unity Asset Store. There are many vehicle there.
Bro from where you learn
When you will upload your asset?
It is for internal use only
Did you get reference from beamNG drive?
Reason I give up on these things is the wish to learn all this in one day.
What’s the rush? You’ll appreciate your talents and accomplishments more when you put time into it. Also, studios will pay you well for those talents.
@@StudioTatsu Well, working 8 hrs a day, 3 hrs for travel and rest for sleep and time to learn something.. Job kinda exhausting, bad habits make hard to do anything much.. One day I have motivation and then maybe in next 10 days I get that motivation again...
@@mrboleus8240 Game Development is not my full-time job. I'm an SR. Software Engineer at a tech company, working 40+ hours a week.
All of my game development work seen here on RUclips, my website, and other social media platforms are mainly from weekends of working on it.
The biggest hurdle for me was starting. My comments section motivates me to keep going. 90% of them motivate me.
As long as at least one person is looking forward to seeing what I'm creating, that's good enough for me.
If you want it bad enough, make time. :)
Good luck!
@@StudioTatsu I'll try since I have almost zero knowledge about coding and I am getting into Unity. Only thing I can say I'm good is 3d modeling using Blender. That's all.. Btw, thanks for the motivational speech.