don't you just love how youtube hides videos on their on website but i search on bing images and i find all kinds of different videos RU-vid never will share with me, like this one.
@@RyoRyo-VT But..really...I tried to make grass system without shader or fancy compute staff because I cannot learn shader..still black magic to me..this is just worst attempt..maybe I will make a video of all the failure I had 🥲
Thanks! I'm making a new level to test..and change the weapon to sword and bow...I'm making rpg game where you play as mage...casting spell will soon be implemented.
@@tutortomato yeah I get it. The same project? So open world fps rpg? Very interesting I like it. Well many problems honestly haha. My pc broke and I lost a friendship while I also had exams so I had no time or any ounce of motivation left for a long time. Rn in the project I'm trying to get a better understanding of sky shaders and canvas shaders because I thought maybe I can transition between different versions of the same hdr sky so weather and daytime with interpolation. Kind of unnecessary but I really want to try this.
@@マスク-t8u sky shader and weather...that quite hard if you didn't know how to code shader...I gave up making it but I will try it again...since I'm making rpg open world..those stuff are also needed.
@@stig6339 a raycast node to detect collision on the front and when collide...I make the character jump a bit so it can pass the collision shape of the stair.
I tried to make a scene the other day and instanced light2D node during run time. Somehow, the fps dropped significantly. Do you think I did something wrong?
@@tutortomato You see, I'm making an enemy scene, the finite state machine to be exact. One of the state is called "magic_casting", during this state the enemy scene will instance a magic circle with a light2D node in it (with fade-in-out animation). Then I realized that everytime the enemy scene entered this state, the FPS dropped from 60 to under 20. After long debugging, I found out thst the fps drop happened after I added light2D in the magic circle scene. After removing it, things went back to normal. So I thought, is light2D node that performance-heavy? PS: yes, it's only one in each magic circle, and the drop happened even there was only one enemy in magic_casting state
You not created it properly, you need to use a good sky, etc. I have created a horror game without voxelgi, it looking realistic also I added motion blur etc
@@tutortomato Godot have the capacity to handle realistic graphics, voxelgi is nice I have used it also there are many demos like ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-MM_caxjlNao.html
Your base interaction is so basic. And is very nice for me to look at. But comparing it to some of the debug playground scenes made by "passive star", this does not stand a chance... Even tho the functionalities and the purpouse may be the same, in these times people only care about how things looks. Which I don't like as dev myself.. Keep working on your projects, even if don't many people will see it, you will still be happy that you did tried your best. Good luck! I hope I didn't make you sad or anything cuz I wanted to cheer you up If you needed ;)
I totally get it about the 'graphics' things....to be honest,I could spend the next 3/4 years for modelling for graphics and got zero gameplay. I know graphic important but for the prototype stage,lowpoly basic model will do wonder. Passivestar dev log looks goods because of the lightmap he using.I could do the same.
@@tutortomato yeah exactly. I'm not saying that you are bad, but sadly there are idiots on the internet that will propably think differently (ekhm gta6 prototyping stage be like.. ) You said it is because of the lightmap.. well that would explain a lot since I didn't used it at least once so I didn't even thought that this could make his scene look that good. Off course there are for sure many other things that he did and I don't how to replicate, like the skybox for example.. Maybe you can tell I'm not an artist, although I'm good at using blender. Anyway while writting this comment I got sidetracked XD. Have a nice day or night ;)
@@bartudev566 now I really want to model a few level to show for when using sdfgi/voxel or lightmap with full blow on the show off part of indirect light and reflection 🤩
how'd get reflections working? voxelgi just does indirect light stuff for me, my objects aren't showing any reflections at all, i even made a CSG sphere and i cannot make it look like your sphere, the metallic just makes it black, the roughness doesn't do that either, and i can't find tutorials on how to make your materials reflective.
I had confirmed it,it should be working out of the box. For the mesh you want to move,you need to change it global illumination mode to dynamic,so that it will not cast it self to the scene and the reflection are dynamically change.
@@tutortomato there's an old plugin that looks like it does just what i want, it's called planar reflection probe, but that plugin is super old and doesn't work due to code errors. i know i must've done something wrong, for one i'm using an imported model i made in blender, also i'm using planar walls everywhere, does that make it not work?
translucent is when light goes through the object but you can't see through it. transparent is when light goes through the object and you can see through it too. this is not translucent
I added this _ready function and it worked for me (depends on your configuration of course): func _ready(): collision_node = $MeshInstance3D/StaticBody3D/doorCollision area = $Area area.connect("body_entered", Callable(self, "_on_Area_body_entered")) area.connect("body_exited", Callable(self, "_on_Area_body_exited"))
Hi. Do you think there will be some 3D improvements in 4.3 or maybe 4.4? They were talking about deferred rendering, will that be able to improve? I'm also worried that the graphics in 3d look bad. And we are planning to make a game in 3d, but still in early concept stage.