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Crigz Vs Game Dev
Crigz Vs Game Dev
Crigz Vs Game Dev
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I am a software developer by trade who's got a passion for indie games but the artistic talent of a can of baked beans. Follow me as I hack my way through dubious projects as I hope to improve my skill and make a game others actually enjoy.
Комментарии
@wo_ri_gou_le2974
@wo_ri_gou_le2974 21 час назад
very detailed video, real quality, helps a lot
@simbalion3694
@simbalion3694 2 дня назад
Hey, I love the tutorial and the pixelization itself works wonderfully! I was, however, having a problem with the UI. I'm working on a 3D first person game where this method of pixelization is used, and I'm trying to add a "Press "E" to interact" UI element for interactible items when the player looks at them. The way I have this set up is with a CanvasLayer with a BoxContainer and Label containing the text, set to appear when the player's RayCast collides with an interactible object. However, I find that running this code along with the pixelization breaks the camera movement with the mouse, but I'm not sure why. For reference, here is the code for the first person camera: const SENSITIVITY = 0.01 func _ready(): Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) func _unhandled_input(event): if event is InputEventMouseMotion: head.rotate_y(-event.relative.x * SENSITIVITY) camera.rotate_x(-event.relative.y * SENSITIVITY) camera.rotation.x = clamp(camera.rotation.x, deg_to_rad(-60), deg_to_rad(60)) Any help would be appreciated!
@arturertel
@arturertel 3 дня назад
I tried to recreate it in 2D, but I haven't succeeded yet. will there also be a 2D tutorial? (something in the direction of Rainworld?)
@endergamerxp5530
@endergamerxp5530 5 дней назад
does it as he tutorial without blender to see how it work before ?
@LoserKing696
@LoserKing696 7 дней назад
I am trying to now combine this logic with CharacterBody nodes by having my root node be a CharacterBody3D node instead of a generic Node3D. I also went ahead and put collision shapes for every bone. My problem is the leg collision shapes mess with the inverse kinematics, leading to unnatural solutions to the IK solver. Anyone on the same boat?
@MrJigglebits
@MrJigglebits 8 дней назад
and people said godot cant do multiplayer
@ppppppplanet
@ppppppplanet 9 дней назад
Been struggling with applying hookes law to rotation. Have you thought about making a separate video for that? It's tough to find a good explanation for it and most guides I've found don't match every axis of rotation well.
@thejoeblowshow
@thejoeblowshow 9 дней назад
Are you available for hire?
@user-no7id2gl6u
@user-no7id2gl6u 10 дней назад
in 4.3 its not working... HOLLY CRAP they deprecated physical_bones_start_simulation()! oh ok it was just replaced with this : skeleton.start_physical_bones_simulation(). but wait thats not working... ok ok ok, looks like you need to use it with an individual bone instead, but thats not working either...
@Jerburger
@Jerburger 10 дней назад
Yes, tutorial please!
@HueStudios-i5e
@HueStudios-i5e 10 дней назад
For people that can't seem to get the SkeletonIK3D to work in editor but work in game - with SkeletonIK3D there's Play IK option on top of the editor, you need to have that checked if you want to see updates in the editor. I don't know why it was disabled for me by default.
@delcraft7709
@delcraft7709 11 дней назад
Great video! However, if you use depth in the buoyancy force formula, you should limit it to a maximum depth. In your example, the deeper your object falls in the water, the stronger is the upward force. In real life, according to Archimedes’ law, there is maximum upward force defined by the volume of displaced water equal to the volume of the body (or height in your case). This is why objects heavier than water will drown and others will float. In scripting terms, I usually use math.clamp01(depth/depth_max) in the force expression instead of just depth.
@PhosphoCat
@PhosphoCat 14 дней назад
Quite late, but do you think you'll make a 4.3 version? There's quite a few issues that arise when using 4.3 even if you try it out on your own tutorial project that you provided but I have a feeling you'd rather wait until the SkeletonIK3D node gets updated to make another updated tutorial.
@andrewchapman2039
@andrewchapman2039 15 дней назад
This is a pretty cool technique and I'm tempted to put it in a few areas of my project, is it very expensive at runtime though? Don't want to overload the system just to have an easier time making pathways.
@jdubz8173
@jdubz8173 17 дней назад
Very insightful! Thank you
@ASATm48
@ASATm48 17 дней назад
Hello, I have a question, can you help me?
@chaosmachines934
@chaosmachines934 18 дней назад
will this still work for 4.3
@starboy_2322
@starboy_2322 19 дней назад
Can i edit rdr2 ragdoll?
@JustVoylin
@JustVoylin 19 дней назад
My brain is basically fried right now xD
@nonamenoah7407
@nonamenoah7407 20 дней назад
Just a note for those using 4.3, the vertex code for getting the MeshInstance3D to cover the camera has changed, it should now read: void vertex() { POSITION = vec4(VERTEX.xy,1.0,1.0); } This is mentioned in the docs but I figure it should be noted here.
@2and3d_com
@2and3d_com 20 дней назад
Is there a way of doing this now, with the new Godot 4.3?
@NeonfireStudio
@NeonfireStudio 21 день назад
I want to play your boat game, it is nice,
@coding_pepper
@coding_pepper 21 день назад
godot took seriously the 'make multiplayer' button meme.
@torgo_
@torgo_ 21 день назад
woah this is awesome. would it be possible to procedurally-generate a road on-the-fly? like, if you wanted to make some kind of infinite driving game where the road goes along forever with different variations that spawn in
@nikolastanojevic6082
@nikolastanojevic6082 22 дня назад
In 4.3 works like a charm. Thank you.
@user-no7id2gl6u
@user-no7id2gl6u 24 дня назад
thankyou so much for the github link, so incredibly helpful, one thing i think you could add (I will be adding quite a few features but for different reasons) would be making it so limbs stay in their sockets, i might update this comment if i do end up implementing that, but its really not needed for most things
@josebarria3233
@josebarria3233 26 дней назад
I knew Godot was good but damn.. this is fire 🔥
@lemondude2
@lemondude2 26 дней назад
how do you actually put in a game, like for each player?
@MisterNewYear
@MisterNewYear 27 дней назад
To anyone having problems with the new update, Godot 4.3 stealth introduced reverse Z, which means the only thing you should have to change for the shader to work again is replace void vertex() with this: void vertex() { POSITION = vec4(VERTEX.xy, 1.0, 1.0); }
@ItsRyscale
@ItsRyscale 22 дня назад
Legend! I was wondering why the first stage of the effect wasnt working. (this needs to be pinned)
@iivan8730
@iivan8730 27 дней назад
This shader made my game look much better, thank you ! But now that 4.3 is out it broke :( Do you know a way to fix it ?
@MisterNewYear
@MisterNewYear 27 дней назад
try this: void vertex() { POSITION = vec4(VERTEX.xy, 1.0, 1.0); }
@PySnek
@PySnek 27 дней назад
The hard part about Godot is its Nodes and Scenes system. Absolutely disgusting to work with this for multiplayer.
@bunni3140
@bunni3140 29 дней назад
we'll *NEVER* be able to automate pix.... well okay then. the quality of this effect is awesome, thank you for sharing this.
@tangypop
@tangypop 29 дней назад
Thanks for explaining how to use the IK classes in Godot. I've used the SkeletonIK3D class for leg and arm animations while driving (steering wheel, pedals, gear shifter animations). It might just be my computer, has an older CPU and GPU is GTX 1080, but the performance of IK in Godot seems not great. I'm using the chains just to position the legs and arms, so the hand and foot rotation are excluded and are still manually rotated. Leg chains have 3 bones and arms have 4 (shoulder to wrist placement basically). I even have it set to 1 for max iterations. I put a toggle in my game settings menu to turn on/off IK and while off gets 60FPS (I have max FPS to 60) and while on drops to ~40FPS. Other than the performance hit the animations look believable with the appropriate magnet values. But for me I might have to go back to manual positions/rotations of bones for animations. The only thing I can think of is the chains have too many bones, but 3 or 4 don't seem unreasonable. And the scale of my model in game is 0.01 so maybe there's some weird math going on but I'd hope the IK algo doesn't increment by a set small amount while finding the solutions. Anyone else have such a big performance hit with the IK stuff in Godot?
@pepp418
@pepp418 Месяц назад
Is it possible to get the mesh to do the opposite of this? As in: only display the object when it is 'overlapped' by the mesh
@dre_met
@dre_met Месяц назад
How would you handle a split road? Imagine two possible ways for a certain distance that then merge together again?
@bitlinkgame
@bitlinkgame Месяц назад
An in-depth tutorial would be fantastic.....
@randamn7057
@randamn7057 Месяц назад
This method seems generally applicable to a variety of character types. Has anyone had any success with a procedural bipedal walk cycle? I am tinkering around and so far it's unfortunately only been a buggy mess. Any pointers would be appreciated.
@llawlietB
@llawlietB Месяц назад
Btw instead of using a second viewport as a hack for the double-buffer hack, you can instead try screen texture as such: uniform sampler2D sim_tex: hint_screen_texture, repeat_disable, filter_nearest; Godot has internally backbuffer copy implementation. This works for me. What do you think?
@user-mj8ec6sr3i
@user-mj8ec6sr3i Месяц назад
in the second method if you go to the visibility, Clip Children and you put it clip only, it fixes
@lehisluguer9300
@lehisluguer9300 Месяц назад
Wow.. amazing tutorial.. thank you so much! You're the best 😁
@willianschneider1778
@willianschneider1778 Месяц назад
SkeletonModification was removed and now SkeletonIK3D is also deprecated, so this implementation is also deprecatted. What is wrong with the godot folks. :cries:
@ZpeedTube
@ZpeedTube Месяц назад
Was roughly looking for something like this, just have to add some vertex displacement also somehow. But a good start. Thanks! :)
@moumokutochoukakushougaimono
@moumokutochoukakushougaimono Месяц назад
what about one for comatibility?
@KuroKitten
@KuroKitten Месяц назад
I was trying to figure out how to pass textures into a compute shader, and now that I see how it's done... I definitely wasn't close to figuring it out, lol. This is gold, thanks mate!
@AlecChalmers
@AlecChalmers Месяц назад
This is wonderful. Do you know if it's possible to add the edge effect to the rims of the shadows too?
@PsyWalks
@PsyWalks Месяц назад
05:21 Yes?
@SmashtoonGamer
@SmashtoonGamer Месяц назад
18:50 lil Mabu on the track
@user-wp1nb8qk2b
@user-wp1nb8qk2b Месяц назад
Thank you for Japanese subtitles. Those translations are native level of accuracy and huge help. You save my life a lot.
@rredenvous
@rredenvous Месяц назад
Hell, i tried to do the same you did but like nothing worked ok. It's a sign to learn more :(