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Path Based Mesh Generation in Godot 4 

Crigz Vs Game Dev
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24 авг 2024

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Комментарии : 80   
@paulmaguire872
@paulmaguire872 Месяц назад
OMG getting the objects to face forward.. "direction_to".. I have to stop smacking my head before there's blood.. I was trying to move a ghost object along a dynamic follow path and use it's iterated position to place my instantiated objects.. which I really felt was a clever idea... but I was the only one lol. Cheers man, this was goooold.
@adambaker9434
@adambaker9434 5 месяцев назад
Thanks for putting this together, I knew there had to be a better way to create tracks than individually tiling. This has been extremely useful-much appreciated.
@Auguste.Lefort
@Auguste.Lefort Год назад
So cool, great breakdown ! I always wondered how the "grind rail" mechanic was done in Jet Set Radio where you can jump on and out the rail at any point in space, in any direction, could be a nice follow up to this tutorial ;)
@hotindavid1623
@hotindavid1623 11 месяцев назад
With the Godot 4 you also can place an object with full Transform3D with: sample_baked_with_rotation ( float offset=0.0, bool cubic=false, bool apply_tilt=false )
@NilsMoller
@NilsMoller 2 месяца назад
This should be pinned. Makes it much easier (and solved a rotational issue I had :)
@Gredran
@Gredran Год назад
You’re one of my top Godot guys right now and one of the ONLY ones doing right now! I love your videos!
@dcaucett
@dcaucett Год назад
Excellent tutorial, explained so well in such a short space of time. Have subbed and going through your other videos. Thanks for great work.
@crigz
@crigz Год назад
Thank you mate, really appreciate the kind words.
@dominicduncan9895
@dominicduncan9895 Год назад
thank you so much for this extremely helpful, i am using 3.5.1 so it took me a while to find that i needed to use interpolate_baked() instead of sample_baked(), but it ended up working perfectly!!
@fanrenchen566
@fanrenchen566 Год назад
amazing! the best enlightening channel of godot I saw ever before
@niloloo
@niloloo Год назад
great work and unique kind of guide in the Godot space! Thanks!
@davidmurphy563
@davidmurphy563 Год назад
Awesome vid, subbed! I learned precisely nothing because I've literally got a project (vid on my channel) with cars learning to drive round a track so I sat watching merrily nodding my head saying "that's right" repeatedly to my monitor. :) Keep it coming!
@danisob3633
@danisob3633 Год назад
im so glad i found your channel
@RetroPlus
@RetroPlus 11 месяцев назад
One of the best tutorial channels I've seen so far, perfect!
@RileyNiko
@RileyNiko 5 месяцев назад
oh my god finally an explanation of a basis thank you
@bartudev566
@bartudev566 Год назад
You are the smartest Godot tutorial and etc youtuber I seen so far. I can't wait for future videos ;D
@popuptrains9877
@popuptrains9877 Год назад
Very interestring! Thanks for sharing :)
@ld2studio675
@ld2studio675 Год назад
Very useful tutorial, Thanks
@Red_Eagle
@Red_Eagle Год назад
I cannot like this enough! Thank you so much! Instant sub
@AndyCampbell_uk
@AndyCampbell_uk Год назад
Fantastic tutorial- thank you!
@rumariomusic
@rumariomusic Год назад
Wow your videos are mind blowing. I learned so much. Is there a way to use the Godot editor gizmos for paths and object transformation at runtime. A video to do that all at runtime would be amazing
@__narke
@__narke Год назад
Thank you! That's very good!
@Klayperson
@Klayperson Год назад
4:30 Euler is pronounced "oiler", because German
@Paruthi.618
@Paruthi.618 Год назад
Wow.. cool tutorial.. Some tutorial topic 3D + Godot4 : Workflow of import 3d models, animations from blender .gltf, .glb, .fbx, .blend
@RyanScottForReal
@RyanScottForReal Год назад
Exactly what I needed, thanks!
@giggio1747
@giggio1747 Год назад
Uow! Great man! Thanks
@pascalcasier959
@pascalcasier959 Год назад
wonderfull!!!
@martindanihel6653
@martindanihel6653 Год назад
Is something like this possible in 2D? Draw sprite along path.
@forge_builder6455
@forge_builder6455 3 месяца назад
Yes, I am also looking for this. Please how!!!
@Ochros
@Ochros Год назад
Hey, very nice tutorial. One question regarding CSG is, that it is usually only used for prototyping. So this method probably isn't that feasible/fast enough if I want to do this during the game? Like for example generating a road a long a path similar how the last SimCity game did it.
@crigz
@crigz Год назад
I think it's one of those things where you can just use it and optimise later if performance becomes an issue. What you could do later if it is an issue, is calculate a set of transforms along the path, like with the mesh instance example, and use them to place vertices to generate your own mesh. If this video does well enough, I'll make a part two where we generate the mesh ourselves to avoid these potential performance issues. Hope this was helpful nonetheless!
@Ochros
@Ochros Год назад
@@crigz OK, thanks for the quick reply. If you ever run out of Video ideas, you could also continue this by adding a traffic system to the path. So that, for example, cars use the correct roadside and be aware of intersections (and maybe how to generate an intersection where side walks don't overlap) etc. :D
@mapopi-mm
@mapopi-mm Год назад
Was wondering the same thing about using custom mesh instead of CSG for performance. Another idea for a tutorial: adjust / flatten a terrain below the road to fit its shape.
@Smaxx
@Smaxx Год назад
There shouldn't be any significant difference between this and just having regular meshes. It's cached after all. What you shouldn't do is animating CSG to update your world constantly, as that will cause the stuff to be recreated/recalculated over and over again. IMO it's totally valid to use CSG outside prototyping, too, it's just about how you use it. As a matter of fact, Valve's source engine (Half-Life, Counterstrike, Team Fortress, etc.) is fully based on CSG for the environment. Their editor (Hammer) just "bakes" everything into static meshes when exporting, just like what Godot does when a CSG node is "dirty". Only downside when using static CSGs in Godot is the fact that they might load slower, since the geometry has to be calculated on the fly once first.
@crigz
@crigz Год назад
Thanks for the insight mate!
@torgo_
@torgo_ 2 дня 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
@dre_met
@dre_met 13 дней назад
How would you handle a split road? Imagine two possible ways for a certain distance that then merge together again?
@pythonxz
@pythonxz 9 месяцев назад
What a great video!
@kevinsellers7566
@kevinsellers7566 Год назад
Could you please share your Basis scene or better yet do a video explaining how you developed the Basis scene in Godot. Thanks.
@213Sid
@213Sid Год назад
Is there a way in godot to set a rotation for the Curve3D spline? I want to be able to control a slope of the road.
@crazysmile11012
@crazysmile11012 10 месяцев назад
making a track editor in game would be nice to use this realtime
@owenlloyd2528
@owenlloyd2528 Год назад
Thank you
@AleksandarPopovic
@AleksandarPopovic Год назад
Very nice, man!
@UltimatePerfection
@UltimatePerfection 2 месяца назад
Really cool, but how do I add collision to the planks? I'm trying to make a bridge using this method, but the character just falls through.
@tato6418
@tato6418 6 месяцев назад
Im having trouble holding shift+click to do the curves while using Top-Down view (It just doesnt happen, i have to use perspective, which is bad for "flat" tracks. Any tips or workarounds?
@my_yt_
@my_yt_ 6 месяцев назад
Same here. 4.3 Dev 3
@tato6418
@tato6418 6 месяцев назад
@@my_yt_ havent found a solution yet, but i ended up doing it on perspective mode, and manually changing the Y position to 0 on each point on the node's config.
@LevitskiSRGE
@LevitskiSRGE Год назад
would be nice tho have a different distribution according on how much changes are happening in the curvature. & having correct uvs at the same time. 😌 sounds like a side project for a pr!
@pythonxz
@pythonxz 8 месяцев назад
I find the CSGPolygon node to be very frustrating to use. Anyone else?
@nicholasobrien6920
@nicholasobrien6920 7 месяцев назад
Awesome video! I'm wondering how could you add trimesh collision to the curve after it's generated the geometry?
@EeVeE3D
@EeVeE3D Год назад
this is really great...
@n41sd
@n41sd Год назад
Nice tutorial! I`m working in something like this, but multimesh for planks is new for me, one thing that I haven't had a solution so far if you can help me is that I would like to automatically place signs for curves (without placing it where it is straight road), how can I detect them? I needed to understand the size of the curve and if it is curved.
@rok_e
@rok_e 7 месяцев назад
Hi! how to remove a cap of mesh? when the path is done.
@pill0h130
@pill0h130 7 месяцев назад
Is there a way to do this without Csgs? Csg meshes do have quite a bit of a performance cost and are only meant for prototyping.
@crigz
@crigz 7 месяцев назад
The performance hit is only if you edit the meshes during runtime, if the mesh remains static you should be fine.
@pill0h130
@pill0h130 7 месяцев назад
Thanks! Also, is there a way to copy the shape of the csg polygon and make a collision shape with the same shape. I need to create an area 3d with a collision shape that is formed based off a path but I haven't found a way to do so.@@crigz
@liamkoehler8820
@liamkoehler8820 Год назад
Nice tutorial! What 'work'? is the CSG mesh doing? Would this method also work with a collection of 3D assets exported from, say, blender? Edit: I mean, you say 'Cubes' (for the tracks), but they are really squares. Does the path extrusion work if the model isn't 2 dimensional?
@crigz
@crigz Год назад
The path extrusion only works with a 2d polygon unfortunately! You can't use it to build spline meshes like in unreal engine.
@liamkoehler8820
@liamkoehler8820 Год назад
@@crigz Thanks for the reply! Do you think the 2D extrusion is robust enough for most applications? It feels a little weird to me to make stuff directly in Godot. I suppose a proper spline-mesh system could be created as a plugin/addon.
@crigz
@crigz Год назад
I think it will work great for anything which doesn't need its shape to vary along its length, like the roads and tracks in the vid. The benefit of doing it in Godot is how easy you can change and tweak things. A lesser known benefit of the CSG nodes though, is once you're happy with it in Godot you can export it as a GLTF file and polish the mesh up in blender.
@bbom9197
@bbom9197 Год назад
Wow 😮😮❤❤❤
@SW-vy4he
@SW-vy4he Год назад
Subscribed. Cheers.
@swiggitywave1436
@swiggitywave1436 10 месяцев назад
Hey man, Really liked your video. Is there a way to remove the front and back face of the mesh being followed by the spline? I'm trying to generate a cave but I want the path to have a hole in the start and the end :)
@thefufuu3157
@thefufuu3157 Год назад
a way to change the rotation of the tiled polygon ? i have water material applied to the path but the oriantation is wrong and it tiles next to each other instead of into each other ?
@Barnaclebeard
@Barnaclebeard Год назад
Great subject and well covered. Using the names of solids like "cube" when you were actually talking about 2d shapes was confusing and a little upsetting.
@Barnaclebeard
@Barnaclebeard Год назад
I'm ok though
@ajinkyax
@ajinkyax Год назад
what is the different between basis and transform position ?
@godofdream9112
@godofdream9112 Год назад
how to create terrain ? (easy beginers friendly method)
@DaveyGame
@DaveyGame 2 месяца назад
pls link project files i cannot get the rails to work for the life of me
@artisanmage5378
@artisanmage5378 Год назад
Is it possible to have custom meshes extruded like this? CSG polygon is cool but custom meshes could really allow more possibilities
@lemonking4076
@lemonking4076 Год назад
Amazing content! I noticed the label 3D's are always facing the editor camera at 4:50, how do you get the editor's camera? I tried scanning editor interface nodes and there are 3 cameras and no way of telling which one to use.
@schimmelspreu83
@schimmelspreu83 Год назад
Go on Flags and change Billboard(Disabled) to Billboard(Enabled)
@martinmajewski
@martinmajewski Год назад
👍
@drac8854
@drac8854 Год назад
Video request: how to make never ending runner game world Like subway surprise.
@adammax9902
@adammax9902 9 месяцев назад
ok how do i but the car on the track ?
@sanketsbrush8790
@sanketsbrush8790 Год назад
this video is very informative & educational. But, using "value_changed" instead using "is_dirty" could be more easy to understand function of that variable.👍
@SULTANVIDEOGAMES
@SULTANVIDEOGAMES Год назад
@tool extends Path3D @export var distance_between_planks: float = 0.6: get: return distance_between_planks set(value): distance_between_planks = value if not is_inside_tree(): await self.ready build_planks() func _ready() -> void: build_planks() func build_planks(): var path_lenght: float = curve.get_baked_length() var planks_count: int = floor(path_lenght / distance_between_planks) var multimesh: MultiMesh = $MultiMeshInstance3D.multimesh multimesh.instance_count = planks_count for i in planks_count: var curve_distance: float = distance_between_planks * i var plank_position: Vector3 = curve.sample_baked(curve_distance) var plank_transform: = Transform3D(Basis(), plank_position).looking_at(curve.sample_baked(curve_distance + 0.1)) multimesh.set_instance_transform(i, plank_transform)
@crigz
@crigz Год назад
Looks good! Without curve_changed signal though the mesh instance wont update when you move the path around.
@hotindavid1623
@hotindavid1623 11 месяцев назад
And with sample_baked_with_rotation ( float offset=0.0, ... ) ? Check the API. Very usefull method
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