Тёмный
Martin Donald
Martin Donald
Martin Donald
Подписаться
Technical Artist and Game Developer. I like to make games, tech demos and fun tutorials.
Комментарии
@nestorcbe
@nestorcbe 9 часов назад
Bust du ein Berliner?
@brodakarat6340
@brodakarat6340 2 дня назад
im doing a assignment where i gotta write a research on something in games and i chose atmospheres after seeing sebastian lagues one. my specific research is how are modern techniques optimising for realtime apps compared to raw ray marching
@Sanchayan-d7r
@Sanchayan-d7r 4 дня назад
Can you make the meshes used to make that island open source so we can test our implementations?
@nand3kudasai
@nand3kudasai 20 дней назад
Unreal contains sign distance fields for your regular scene. Can be queried in materials and maybe particle systems (cant remember). The metaballs/blobs could be implemented with regular meshes and a material. No raymarching. 'Prismaticadev' has a couple of vids about it.
@sleepinbagz
@sleepinbagz 21 день назад
How can I move the lava? Currently works but when add this Shader to a Mesh within a scene, then instance that scene as a child in my overworld scene it only works at the world origin!
@MartinDonald
@MartinDonald 20 дней назад
@@sleepinbagz a few ways: do everything in object space instead of world space, or simply add the object position to the lava position, or subtracting the object position from the ray origin should also work
@gilbertocaldeira5935
@gilbertocaldeira5935 Месяц назад
love your work, even if I have to break my brain trying to update some of your projects to newer versions, still.... this is truly great
@sergentinamas2135
@sergentinamas2135 Месяц назад
Any thoughts on how to gradually restore snow to its previous level? For example, due to a snowstorm?
@baslecout4734
@baslecout4734 Месяц назад
Is there a reason to use a image and not an other text based file to export the animation l, like json or xml, won't the image be heavier?
@baslecout4734
@baslecout4734 Месяц назад
NVM I understood with the shader
@ИванБоженко-ч6т
@ИванБоженко-ч6т Месяц назад
its awesome thanks for your work
@theman7050
@theman7050 Месяц назад
You are a legend!!!!! Always love your breakdown of Blender code 😊
@braindeadgamedev
@braindeadgamedev Месяц назад
This dude is doing game development with Blender 💀
@NoVIcE_Source
@NoVIcE_Source Месяц назад
hello yes, id like to order 1 boneless animation please
@angulinhiduje6093
@angulinhiduje6093 Месяц назад
is there a way to dissolve uneeded geometry in godit once the map is finished? similar to dissolve planar in blender?
@theman7050
@theman7050 Месяц назад
What a legendary video!! Thanks a lot!! One request, I would love for you to cover particle movement around a mesh surface by somehow saving the tangent based positions and offsets in a texture. Maybe sdf can come in handy for sticking to the surface? But not sure how to go about coding it in blender 😊 Plzzz
@ricopin
@ricopin 2 месяца назад
Thank you very much! I recently had a idea to incorporate anim textures in my project and was worrying about finding any good tutorials about the topic. Your video didn't only explain the theory but also showed the blender exporter. Brilliant!
@katl9004
@katl9004 2 месяца назад
Fantastic video! Very well explained
@insertacoin738
@insertacoin738 2 месяца назад
bloody brilliant thank you
@jeremynicoletti9060
@jeremynicoletti9060 3 месяца назад
I feel like this is a partial solution, though. There still isn't any attention paid to form and purpose to connecting those tiles together in the first place. Not an easy thing to do, but I bet the future will have something that takes this into consideration.
@persistent-programmer
@persistent-programmer 3 месяца назад
I could never wrap my mind around Wave Function Collapse until I saw this. Thank you
@CornRecords972
@CornRecords972 3 месяца назад
I think I'm going to try this for server side terrain cheat prevention such as clipping under the ground. I can have the server side player entity check the dot of its position against the normal of the nearest triangle of the ground collider then if its below a threshold it can teleport itself back up or even to an arbitrary coordinate like spawn or 0,0,0. Perhaps I can spread out the function over multiple server ticks if its expensive too. Or do it in compute or threads.
@asterixus
@asterixus 4 месяца назад
Hi Martin, I really love your videos and they're so insightful ❤️! I'm a beginner tech artist at the very start of my journey and I don't think I've heard about raymarching until now 😅 I guess my question would be: how do you even begin to look for a solution to something like this, if you wouldn't have known about the concept? And if it's supposed to be common knowledge for a TA.. can you recommend any resources on sort of "here's what you should know about this topic" kind of way? (At least to mention the subjects, i guess it's easier to dig then if you know what you're looking for) Or how do you learn new stuff as a TA? It feels like there's so much out there it's confusing to know where to start 🥲
@markhenriksen_art
@markhenriksen_art 4 месяца назад
So good! thank you for explaining this so clearly to a dumb 3d artist such as myself.
@marijanfabris9983
@marijanfabris9983 4 месяца назад
Is it possible to rotate them based on uv center?
@Raccoon0710
@Raccoon0710 4 месяца назад
Can someone explain why he marked, only one side with 0f. That other side where 0 also will fit with mirrored version..
@MartinDonald
@MartinDonald 4 месяца назад
Exactly! It only fits with a mirrored version of itself, but not with itself alone. 0 is not a valid neighbour of 0, but 0f is, so we need to know which one is flipped/mirrored, and which one isn't. Does that help?
@Raccoon0710
@Raccoon0710 4 месяца назад
@@MartinDonald Thank you very much ;)
@Raccoon0710
@Raccoon0710 4 месяца назад
@@MartinDonald But do you have mirrored version as separate version. Or just scale -1 when place?
@MartinDonald
@MartinDonald 4 месяца назад
@@Raccoon0710 mirrored versions of each module are separate pieces. I think only the rotations are handled using prototypes.
@ArthurPhoenix
@ArthurPhoenix 4 месяца назад
Actual topic aside, this might be the most incredible informational video I have ever seen. The information density is extremely high, yet at no point did I not understand what was going on, or feel the need to pause or rewind.
@MartinDonald
@MartinDonald 4 месяца назад
Thank you so much! This is absolutely the goal I set out for with these videos.
@abdullahihussein9389
@abdullahihussein9389 4 месяца назад
good explanation. Highly appreciated.
@kurtisgibson2929
@kurtisgibson2929 4 месяца назад
This is an amazing anger as I'm unsure how to adjust it so that objects to take up. Multiple cells are able to be accounted for. Is anyone able to to give advise?
@YouCodeThings
@YouCodeThings 4 месяца назад
This is an exceptional video. Thank you for making this!
@seanmeyer6436
@seanmeyer6436 5 месяцев назад
I'm new to godot and maybe I missed something but I cannot figure out how the GRADIENT portion works at the end of the video. Is this a separate node I need to create myself and somehow plug into this shader? Thank you for the video, it was fun to follow along
@MartinDonald
@MartinDonald 5 месяцев назад
Thanks for watching! I'm just using the procedural gradient texture that Godot ships with. You can create one by clicking on an empty texture slot and selecting "New GradientTexture1D".
@noamrtd-g4f
@noamrtd-g4f 5 месяцев назад
Watched more than 3 hours of implementations and explanations about wave function collapse, Can confirm that this one was the best from every aspect, Thank you!.
@SethPentolope
@SethPentolope 5 месяцев назад
As you mentioned, adding weights is important for a more practical usage. You can go a different direction if you really lean into depending on weights. You can have cells that are not adjacent weigh in on what cell type a cell should be. This can help limit behavior like too many house cells or never having a large ocean, since you can have ocean cells make other ocean cells very likely to be chosen if they are nearby or in certain land/ocean patterns. You could even add a property to your ocean cells indicating the depth, which affects the probability of other cells (no land cells within X cells of a X-hundred foot deep ocean cell).
@antonsimkin
@antonsimkin 5 месяцев назад
it worked on my blender made terrain, but trail is flipped on other, downloaded terrain why would that be?
@rusticrick999
@rusticrick999 5 месяцев назад
Same result with the game Minesweeper.
@antonsimkin
@antonsimkin 5 месяцев назад
imma use it in godot 4
@antonsimkin
@antonsimkin 5 месяцев назад
i failed
@antonsimkin
@antonsimkin 5 месяцев назад
nah i succeded. but my snow became brown from dirt for some reason
@JustYesntMan
@JustYesntMan 5 месяцев назад
where is blender script link
@xomvoid_akaluchiru_987
@xomvoid_akaluchiru_987 5 месяцев назад
I saw the Bad North inspired island generation in the thumbnail :) Love the game! I can understand why Oskar is so stuck on the idea (He keeps going back to it on Twitter)
@diegoantoniorosariopalomin4977
@diegoantoniorosariopalomin4977 6 месяцев назад
The multi layer distance field blew me away
@vinhnguyen-o5z
@vinhnguyen-o5z 6 месяцев назад
shitass simple algorithm named like some new quantum mechanic exploits
@theman7050
@theman7050 6 месяцев назад
Wow, your content is next level!
@FishSticker
@FishSticker 6 месяцев назад
Why is it called wave collapse though, just for it's conceptual similarity to quantum stuff
@jumpkut
@jumpkut 6 месяцев назад
Nice one!
@magnuspedersen5751
@magnuspedersen5751 7 месяцев назад
This is super cool
@ChowderhoundGames
@ChowderhoundGames 7 месяцев назад
I'd buy this from your 'atreon but I don't know how to convert it to Godot 4, would take too long to learn
@MichaelDarrow-tr1mn
@MichaelDarrow-tr1mn 7 месяцев назад
where's the sudoku demo
@williamlee9669
@williamlee9669 7 месяцев назад
minesweeper =D
@lucasleite1559
@lucasleite1559 8 месяцев назад
My Flowmap Painter wont let me import any image so I can draw over it -__-'
@Topyy
@Topyy 8 месяцев назад
Is the script downloadable anywhere?
@ArrisarJ
@ArrisarJ 8 месяцев назад
co_ords :(
@MrSefsdf
@MrSefsdf 8 месяцев назад
One of the most effective explanations of ray marching I've come across on YT.
@DrBossKey
@DrBossKey 8 месяцев назад
This is fantastic! Thank you!