Polysthetic is a possessed marble statue goddess that manifests entire low-fidelity universes with animated characters and goofy music. This channel catalogues her gospels.
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I'm new to Godot and I'm making a space game with lasers. I wanted to use billboards for the lasers as they look cylindrical from most sides. I watched your advanced billboarding tutorial and it worked great, but I noticed that (after completing the shader code) the "front" of the billboard (the part that shows it's just a flat image) is aligned with the models y axis. Is there any way to change it so that the "front" is aligned with the models z axis? Thanks!
Thank you! I'm new to Godot and I'm making a space game with lasers. I wanted to use billboards for the lasers as they look cylindrical from most sides. This tutorial worked great, but I noticed that (after completing the shader code) the "front" of the billboard (the part that shows it's just a flat image) is aligned with the models y axis. Is there any way to change it so that the "front" is aligned with the models z axis? Thanks!
Hello! If you're using a plane in a MeshInstance3D, there's an Orientation property when you click on the mesh. I have mine set to "Face Z", so you can try changing that to see if it fixes it. Another thing you can try is changing which basis vectors of the MODEL_MATRIX you are overriding in the shader. So I have: mat4 new_mat = MODEL_MATRIX; new_mat[0].xyz = basis_x; new_mat[2].xyz = basis_z; Where [0] is the x basis, and [2] is the z basis. You may want to change the y basis which is indexed at [1] to the new z basis. Let me know if that works.
@@Polysthetic Thank you so much, it works! I've been trying to solve the problem for a week, this is so satisfying. Out of curiosity, how easy would it be to turn this shader into something like Godots built-in billboard mode (the one that always faces the camera from every angle)? Thanks again!
Great! :) It would be easy, it's similar to my animated particles tutorial: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE--c38gFbGO6U.html I have a gist on GitHub here: gist.github.com/Polysthetic/8399395e54967249df2caad2d2bd3aa6 I think you can just do: new_mat = mat4( normalize(VIEW_MATRIX[0])*length(MODEL_MATRIX[0]), normalize(VIEW_MATRIX[1])*length(MODEL_MATRIX[1]), basis_z, MODEL_MATRIX[3] ); View matrix is the camera, so you're assigning the screen X and Y bases to the X and Y of the plane, which aligns the billboard to the screen. Basis Z faces the camera as usual, the last vector (origin) is unchanged.
I've seen Vox Cleaner V2 as a way to auto-cleanup topology on imported obj's from MagicaVoxel. Most of their examples are relatively flat and simple geometry (robots, guns, boxy things) and not characters though. Thought it worth mentioning for anyone coming across this with more experience than me (which is very little).
@@Polysthetic I was working on rain that had a little splash when it hit the ground. The video helped with the puddle/splash animation playing when the particles collided. I couldn't find any other video explaining how animated particles are done.
Just tried this out, wow! It's certainly viable, and perhaps more workable than OBJ. A couple of things: 1. No material export, but you can just unwrap the pixels as shown in the video and map them to a pixel colour palette. 2. The mesh still isn't quite optimised, but it is easier to melt down many equal-sized squares than it is poorly-optimised triangles. Thanks for the suggestion :)
This is truly amazing guys! Never thought it could be done so good! Using the moon instead of the sun was such a brilliant idea! And so is mixing the two themes so subtly! The only mistake I see is Hogwarts sitting on a mountain rather that lakeside and on flat ground. I wish it would be corrected..
Hey Mate, just found your channel - good work on the C# tutorials. Interesting looking at someone elses implementations. I've gone full circle from node based FSM to tech agnostic FSM (which I wrote years ago), and now back to node based FSM. Fellow Aussie :)
Thank you so much :) Always love to see Australian game devs around haha I like tech agnostic implementations of stuff like this, because I keep the design minimal to what I need and can usually tell exactly where something goes wrong. Curious as to what it's like using nodes, would be easier to inject states I imagine.
I was looking for a minimal FSM that would allow me to share code between states where practical and this seems right up my alley. Any advantage / disadvantage in making the state an interface instead of a class? I can't think of any disadvantage right now, even though I don't really see an obvious use for it either, it still might come in handy sometimes. Great video btw.
Thank you :) In a way, the top-level "State" class here behaves like an interface because it has no method implementations. Ultimately, it depends on what you're trying to do. I kept the state interfaces minimal in my case because I only wanted the state machine to interact with the states.
📻 Addendum: If you're using the shader and find that your mesh is invisible you can: A. Double check the order of the cross product, as reversing the order would mean you're pointing the back face to the camera; or B. Add "cull_disabled" to the render_mode list to disable back-face culling. You may also want to set the render_mode to "unshaded" to prevent it from interacting with the light, similar to the 3D sprite.
I came here from the future to tell you that Polytopia will make tribe skins that will relate to this. Both in Vengir and Elyrion... Cultist and Midnight
NO WAY, they're adding this to the game. Congrats dude, even if it's a skin, it's lovely. Saw your vid long time ago, and finally it's being implemented. 🎉