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Fully Destructible 3D Environments - Godot 4 FPS Tutorial 

LegionGames
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In this Godot 4.1.3 tutorial, learn how to create dynamic and fully destructible environments and terrain in Godot with this in-depth tutorial! In this video, we'll explore the essential components needed for a fully interactive world. Starting with a gridmap setup and tile placement, we delve into the code that powers this system, combining elements from my gridmap and FPS tutorials.
Discover how to track bullet collisions accurately using raycasts, ensuring precise destruction of tiles. We tackle the challenge of determining the exact tile hit by utilizing collision normals and learning to manage gridmap coordinates.
Get the project files: / destructible-93371213
Discord: / discord
Itch: legiongames.it...
Twitter: / legiongames1
Instagram: / legiongames1
This project includes 3D models and art assets made by third parties.
1. Cube World Kit by Quaternius - quaternius.com... License: CC Public Domain creativecommon...
2. Steampunk Rifle by Jake Sharp - poly.pizza/m/1... License: CC Attribution creativecommon...
3. Steampunk Rifle by akselmot - skfb.ly/6WRr7 License: CC Attribution creativecommon...

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12 сен 2024

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Комментарии : 42   
@collinvisser7108
@collinvisser7108 9 месяцев назад
Neat idea - small thing - I would call_deferred destroy_tile (line 29) this why it happens on the next frame - it may help with potato
@legiongames2400
@legiongames2400 9 месяцев назад
Thank you for the suggestion! I gotta say I don't fully understand why that would speed things up significantly. From the research I just did I'm assuming it's done to avoid context switching and letting the function finish rather than switching to the other function right away, which comes at an extra cost to the engine. Is that correct? Are there situations where the call is deferred for multiple frames in extreme situations?
@collinvisser7108
@collinvisser7108 9 месяцев назад
@@legiongames2400 Thank you for replying - call_deferred is used for Fire-and-forget methods and to smooth out the demands on the CPU. Function calls that do not modify the state in the current thread i.e. return a value or add new nodes to other nodes in the tree are good contenders for call_deferred. I have found that when pushing a particle effect into the world Godot sometimes has a lag on Web and Mobile apps (Potatos) so pushing that into the next frame smooths it out.
@legiongames2400
@legiongames2400 9 месяцев назад
@@collinvisser7108 Okay that makes sense, thank you again for taking the time to explain this!
@JohnnyThund3r
@JohnnyThund3r 3 месяца назад
These tutorials are top notch! This is pretty much all I need to get going, which is really all you wanna do when you're first learning. Thanks!
@Failfer
@Failfer 7 месяцев назад
Extremely to the point, we'll spoken, and explained thank you very much!
@NxyoyNx
@NxyoyNx 4 месяца назад
You should make an ui for health and weapon switching! When the zombies from tutorials from before hit you can see how much health you have, and what weapon you can equip.
@BERKEPUNK
@BERKEPUNK 9 месяцев назад
Can you make a cartoony water shader tutorial, that would be awesome :)
@kennyel13
@kennyel13 9 месяцев назад
i love this tutorialssssssssss
@legiongames2400
@legiongames2400 9 месяцев назад
Thank you! :)
@Zenva
@Zenva 8 месяцев назад
Thanks for making this video! How could we get in touch for a sponsorship opportunity for our Godot courses?
@user-ut6yq8zb3z
@user-ut6yq8zb3z 7 месяцев назад
can u make a Tutorial for a 3rd person shooter (Tps) ?
@thekraken1173
@thekraken1173 8 месяцев назад
What about making fps arms? And enemies that shoot at us?
@D.E.Nicolas.Goncalves
@D.E.Nicolas.Goncalves 9 месяцев назад
thanks! there is value
@legiongames2400
@legiongames2400 9 месяцев назад
Thank you for watching! :)
@BeginnerDevs938
@BeginnerDevs938 7 месяцев назад
Can you please make a guide on inventory system like those in horror games
@looooook
@looooook 9 месяцев назад
Can you make a fps charscter enter and exit with vehicle
@shadowman_93
@shadowman_93 4 месяца назад
Thanks for this great tutorial, I have a small problem; my visual effect is in an infinite loop. The Emitting is activated and the Lifetime is set to 1. (when I activate the One Shot, the effect never appears.)
@NotGavinV
@NotGavinV 8 месяцев назад
in your fps tutorial series, can you add crouching?
@SunJaycy
@SunJaycy 7 месяцев назад
Hey make a tutorial for sounds in your fps zombie shooter
@trashmosh
@trashmosh 5 месяцев назад
can you please do an aim down sight tutorial thanks
@BlackGorilla-hj5gk
@BlackGorilla-hj5gk 8 месяцев назад
Can you create a tutorial about a 3d spaceship controller?
@scott_itall8638
@scott_itall8638 9 месяцев назад
Is gravity applied once you blow the bottoms out?
@legiongames2400
@legiongames2400 9 месяцев назад
Negative, gridmaps can't have physics objects in them.
@ভোমরা
@ভোমরা 6 месяцев назад
Godot: Game engine
@CurlyEra
@CurlyEra 6 месяцев назад
Bhai player ki walking or jumping with animation ke video banao please 😢😢
@Mepa-xb4gd
@Mepa-xb4gd 9 месяцев назад
Great tutorial, Unfortunately this method cannot be scaled to do area block breaking. (Edit: Like explosions, i mean)
@legiongames2400
@legiongames2400 9 месяцев назад
Area, no, not really. But minecraft doesn't do it like that either. minecraft.fandom.com/wiki/Explosion#:~:text=Explosions%20produce%20a%20%22shockwave%22%20particle,it%20all%20explodes%20at%20once.
@RolandWayland
@RolandWayland 5 месяцев назад
Hi, can you do a tutorial to make the blocks fall according to gravity when the blocks underneath break? Thanks
@legiongames2400
@legiongames2400 5 месяцев назад
Yeah like sand in minecraft?
@alivalishov
@alivalishov Месяц назад
@@legiongames2400 yes
@bersK00
@bersK00 9 месяцев назад
Why are the grid blocks 2x2x2 in size instead of 1x1x1?
@legiongames2400
@legiongames2400 9 месяцев назад
That was the size of the block models when I imported them. Rather than scaling them down I opted for just increasing the size of the grid and it looked good so I kept it. The added benefit of 2x2x2 is that collision normals are unit vectors so subtracting that from the collision point takes us about to the center of the block & we don't have to do any more math on the normal to make sure we don't clip out of the block.
@LiterallyInternet
@LiterallyInternet 3 месяца назад
Imagine the lag with explosive weapons.
@mohamadmahir5400
@mohamadmahir5400 6 месяцев назад
Bro plese can you make a tutorial of 3D grappling system ingodot 4 🙏🙏🙏🙏🙏🙏🙏
@legiongames2400
@legiongames2400 6 месяцев назад
I'm pretty sure I saw a tutorial on that the other day. :D
@breadman6666
@breadman6666 9 месяцев назад
wait, do I have to give each block staticbodies and collisonshapes?!?!?! 🤮
@Gytimaru
@Gytimaru 9 месяцев назад
use grid maps
@breadman6666
@breadman6666 9 месяцев назад
@@Gytimaru *for the grid map 😢
@Zekium
@Zekium 9 месяцев назад
Only on each different block when you set up the gridmap assets.
@breadman6666
@breadman6666 9 месяцев назад
@@Zekium yea, I was just hoping I didn't have to do that... well seems like I do :I
@legiongames2400
@legiongames2400 9 месяцев назад
Yeah that's how gridmaps work, no way around that unfortunately if you want to use them.
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