choco

24 posts

choco

choco

@chocorabbit93

i hate this chud ass website but i post some cool stuff i make here and there

she her Katılım Kasım 2025
45 Takip Edilen334 Takipçiler
choco
choco@chocorabbit93·
@MrDalekJD activision should lowkey only let infinity ward do their games /j
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Jon@MrDalekJD·
FIRST LOOK at Modern Warfare 4 Movement Gameplay
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choco
choco@chocorabbit93·
obstacle avoidance system
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choco@chocorabbit93·
@FacebookYahoo17 you know there's something wrong with the individual when the first thing that came up to his head when he saw this was "condo game"
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choco
choco@chocorabbit93·
@HellboundToast i mean to me that's not a downside i love gta movement
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ToastedHell
ToastedHell@HellboundToast·
@chocorabbit93 The way the character walks/moves its head reminds me alot of gta 5, looks really cool aside from that lmao!
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s@shinjitarosoul1·
@chocorabbit93 It’s lowkey inverted
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ً@waltingford·
@chocorabbit93 wouldnt u dodge it the other way
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choco
choco@chocorabbit93·
@nonbinary for now i'm just setting up general features for whatever game i want to make in the future, but i have an idea in mind
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ev1@nonbinary·
@chocorabbit93 what are you even making bro this is amazing
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choco@chocorabbit93·
ragdoll physics engine
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choco@chocorabbit93·
@JohnJunkrat if you want to get the ones that will NEVER collide though you can probably just sort of traverse the bvh in reverse
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JohnJunkrat
JohnJunkrat@JohnJunkrat·
@chocorabbit93 This might be a dumb question, but how would you filter out triangles that the capsule collider would never need to collision check for (triangles that are out of bounds or playable area, essentially)
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choco
choco@chocorabbit93·
A* pathfinding
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choco@chocorabbit93·
@JohnJunkrat spatial partitioning. most common techniques are BVHs (Bounding volume hierarchies) or octrees, these are basically algorithms that divide the triangles or meshes into small groups so you can filter out only the triangles that ever overlap with the collider
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choco
choco@chocorabbit93·
@JohnJunkrat what i did is i have all the meshes like cubes, wedges, cylinders and stuff in a database and when the map is loaded each one of the parts gets assigned a triangle mesh, then you just treat that mesh as individual triangles and compute a BVH for them
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JohnJunkrat
JohnJunkrat@JohnJunkrat·
@chocorabbit93 I think I made a proper sweeping algorithm, but I've never understood how to make support functions for Roblox parts. The only thing I've managed to do is sweep meshes with individual triangles.
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choco
choco@chocorabbit93·
@nonbinary yup i made the custom controller specifically so it could be server authoritative lol, awesome stuff
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choco
choco@chocorabbit93·
@REDPlys for the navigation mesh computation i just basically ported recast into luau, and A* should be pretty straightforward, there's a lot of material online about it
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choco
choco@chocorabbit93·
@JohnJunkrat for my capsule collider i used gino's GJK-based technique described in Collision detection in interactive 3D environments, you can find a lot of interesting stuff there if you're struggling with collision detection
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JohnJunkrat
JohnJunkrat@JohnJunkrat·
@chocorabbit93 Would you mind sending me some references you used because I’ve never been able to make a proper one
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choco
choco@chocorabbit93·
@TROLLFACETGB it's running at like 200+ frames but i believe the video compression made it look slower
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choco
choco@chocorabbit93·
@ChilledGeese yes but this is entirely written from scratch, i couldn't use roblox's pathfinding because i'm not using roblox's built in physics engine
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choco
choco@chocorabbit93·
@JohnJunkrat i wrote the physics engine from scratch
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choco
choco@chocorabbit93·
Raytraced sound physics simulation
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