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
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.
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!
@@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
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
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!
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.
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.
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 🥲
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?
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.
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?
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
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".
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!.
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).
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)