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qazpalm
Australia
Приєднався 6 тра 2020
bruh
Godot seamless chunk & terrain generation w/ Godot
Wanted to get back into hobby-game-development a little more, here's a test of a terrain generation method that is combustible and creates no seams at all. In the test each image is a new chunk, so in the test there is 32 x 32 (512) chunks. Probably more tests soon I don't know if this will go anyway however uploading more tests will be useful to show the progression of this project.
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Відео
Somewhat functional circle collisions
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GMS2 implementation of ua-cam.com/video/LPzyNOHY3A4/v-deo.html
Pixel art textured stylized terrain shader in Godot
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Another lockdown another Godot project Shader includes: 4 texture splatmap Global normalmap Global colour blend map And depth blending between 3 differently sized textures for each texture to make the terrain look good from any distance. Adding individual normalmaps for textures should be no hastle with way it was set up.
Godot vaulting system working as intended first try 0 bugs I definitely know what tf I'm doing
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I lied. I can't get it to work. 😔
Simple Way To Add Custom Post Processing FX In Your Godot Game
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oh shit nearly at 100 subs skitz as guys
Godot Tutorial - Make Non Repetitive Texture Shader For Large Worlds
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ShaderToy program with code you need to copy and paste: www.shadertoy.com/view/lt2GDd Article for original shader: iquilezles.org/www/articles/texturerepetition/texturerepetition.htm Textures I used: texturehaven.com/tex/?c=terrain&t=red_mud_stones Finished shader code: pastebin.com/SQinq8Xw
Shooting added to Godot multiplayer FPS
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Shooting added to Godot multiplayer FPS
Godot multiplayer test
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Hey thanks for watching, this is the beginning of a small project I'm working on for school I'll remember to continue to upload short updates here and there. I do want to make a tutorial soon, I've had a couple requests for different systems, if you want to see a simple multiplayer tutorial I could try and add that to the list of things I'm working on. // THE OTHER PROJECT // If you're wonderin...
Forest Generation
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Sorry for not uploading the devlog, as I will be explain in the next video I have completely re-written the project in C# instead of C, memory management just became too tedious and prevented me from making a lot of progress. Anyway here's the new repository: github.com/bcrooks4/RaylibGameCS. Thanks for watching! If you enjoyed please leave a comment, like, or maybe even subscribe. Hope to see ...
Raylib Voronoi Map Generation
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Thanks for watching, I should be doing a devlog soon, just want a bit more visible progress to show. Half of progress I have made in development since the last devlog has been refactoring stupid decisions I made when starting the project. Hoping to have the devlog out within the next couple days but may take a little longer to implement a couple more things. github: github.com/bcrooks4/raylib-game
Raylib Game Devlog
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github: github.com/bcrooks4/raylib-game If you have any ideas or suggestions to what I already have please let me know, all advice and ideas are very helpful. Thanks for watching! :)
Grid-Based Movement Smooth Movement in Raylib With C
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Grid-Based Movement Smooth Movement in Raylib With C
Godot Procedural Planet Experiment
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Interesting prototype I made today. If anyone is interested in a tutorial on this (or any other topic) I could if there is interest in it.
Raylib parallax star effect
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Thanks for watching! Raylib is a very good engine (actually a framework) and I plan on using it more often. Source code: pastebin.com/2EZqHL6P
Godot Randomly Generated Large Dungeons
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Godot Randomly Generated Large Dungeons
Godot Player Controller And Melee Attack
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Godot Player Controller And Melee Attack
Godot 2D Procedural Terrain Generation
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Godot 2D Procedural Terrain Generation
How do you get these kinda voronois? Just push me in right direction :)
hint_albedo is also trowing back errors
unknown identifier in expression: NORMALMAP
i have an fps controller and the mouse stops working like i cant look around when i have a canvas effect overlay on... any ideas?
never mind in the color rect under mouse set to pass. and good to go.
Thank you this is amazing!
the link is dead, please fix it
Thankss!
Hey, I'm trying to get my pixel art to not be blurry on my Godot terrain and would really appreciate any tips :)
Hi! did you find something to fix blurry pixel art in terrain?
@@sestalacto No, I'm doing 3rd person smaller scale stuff right now instead of that project. The terrain plug-in really wasn't doing it for me. Adjusting the scale didn't give more polygons and stuff, but this was all Godot 3.5. I really recommend switching to 4
Hello ! The github link is down. Did you change username ?
great explanation with the zebra pattern comparison
Can you do about Procedural Object Placement? I think it will be good to use with raycast.
This is neato mosquito
The bugginess around the edges and corners is due the circles instantly teleporting to the other side into another circle.
@qazpalm how would you go about implementing different biomes?
This doesn't have different biomes but if I were to I'd generate a second noise map as a moisture map and create a table to compare height vs moisture and create a biome based off that, e.g. low moisture and height could be a dustbowl but high height and high moisture could be a snowy mountain peak. You could then take it a step further include distance from equator in the equation as well.
@@qazpalm9130 k thanks, easier method? (Smth like minecraft biome generation, not needing realistic outcomes)
Based off of just the height value you could do several if greater checks eg water biome < 0 beach < 0.1 grass < 0.5 else it's mountain
Realy hope you Get it right
Mirrors Edge in Godot :0
Not quite yet 😂
Errors edge
Perfect. Every time i try to vault in real life the exact same thing happens.
Of course, I strive for realism in my games. Far better than AC's in my opinion Edit: dumb typo I made
thanks for this tutorial !
I never though about using Voronoi diagrams for map generation ! Great work !
simple but powerfull solution, ty dude!!!
You used the old Godot icon for the thumbnail btw
wonder if it's possible to use this with Zylann's terrain system. I tried using the shader on it but it wouldn't work.
Not sure. I remember with that if you chose the classic 4 shader and turn up one of the sliders it fixes a bit of repetition. I might look into it to see if you can.
Source code?
Yasssss
Wow man Congratulations !!!
thanks for the tip!
Nice tutorial! Converting another person's shader for Godot was a clever idea.
What is it, a chunk system, procedural grid map, are you instancing walls on the fly?
I used the gridmap node docs.godotengine.org/en/stable/tutorials/3d/using_gridmaps.html and after clicking starting the scene it would just create a new random dungeon, for algorithm I just use a 2D dungeon algorithm. I don't do anything like chunk loading which gives the game a slow framerate but I guess that would be a possibility. let me know if you have any more questions, I haven't worked on the project for quite a while know but should still be able to help out.
@@qazpalm9130 Nice. I have been looking for an excuse to get a procedural gridmap into my project but so far there's been no opportunity to shoehorn it in. It's a really nice aspect of Godot that often goes overlooked.
If it got a bit of an upgrade that would be good as well, although I think the dev team also overlook it a little too much as well
cool!
Thank you for that tip, spares me the time to figure out that myself.
I spent quite a while looking for something that does a similar effect. I did think this would be easier to find but surprisingly not
Looks awsome.
Thankyou I have been planning on posting more videos on cool projects like this and maybe even a tutorial
How
Did you mean shooting or multiplayer in general? The Godot website has a really good tutorial and game from scratch does as well on getting started on multiplayer, shooting is just like instancing any scene except done on a sync func
Looks pretty cool. Got any tutorials you can recommend on how to do multiplayer in Godot?
Hey Arith metic, on the Godot website they have this tutorial: docs.godotengine.org/en/stable/tutorials/networking/high_level_multiplayer.html and this is very helpful for the basics like initialising the server, joining a lobby and sending data to clients. GameFromScratch also made a useful tutorial that I just converted from 2D to 3D to help with player movement: gamefromscratch.com/godot-3-tutorial-networking/. One thing that both tutorials only mention is that you and your friends will only be able to connect to the game through either localhost or LAN. To allow for online across WiFi you will need to enable port forwarding on your modem, this process is entirely dependent on the brand of your modem so I'm sorry I can't be more helpful. For my modem I had to go to the settings of the modem and under advanced settings enabled port triggering for the port I was using in the game. edit: I just Google'd how to enable port forwarding and found a bunch of results shouldn't be too difficult to find one that works with your modem
How did you implement 3D multiplayer? It looks really nice!!
Hey Flame Games thankyou! In my biased opinion I think it looks very nice as well. As for how I did this, I just followed the tutorials by game from scratch: gamefromscratch.com/godot-3-tutorial-networking/ and also the godot website: docs.godotengine.org/en/stable/tutorials/networking/high_level_multiplayer.html and I was then able to convert where ever I had to to 3D. I did a more detailed response under another comment that was similar to yours, if you want more details.
Would love a tutorial on this!
I'll get to work on I tutorial now
I use cpp with raylib
Yeah I used to use C with raylib but I think I prefer C#
great stuff!
forgive my ignorance, how to configure clion to work with raylib?
All good, it's not ignorance, clion is just very annoying to set up. If you watch game from scratches video I think it's called C++ easy mode he goes through setting up a package manager for msvc. You have to also go to settings and in cmake options add the line: -DCMAKE_TOOLCHAIN_FILE=<path to vcpkg>/scripts/buildsystems/vcpkg.cmake
link to generator? i want to use it
github.com/bcrooks4/raylib-game. I will warn you that it is very basic at the moment and can be a little chrashy
dunno what to comment heres how to do it on linux: download yoda death scream with youtubedl add the following line to your .bashrc alias yoda="mpv '/path/to/yoda.wav' &> /dev/null" type yoda
Yoda.exe is now cross platform!
Nice, Im also making a game using the Raylib library. P.s. Try OBS Studio for recording.
I do have OBS the problem is my laptop is by not very powerful, my next video I might try using OBS but for resolution and frame rate game recorder seems to do the best. I have being going through OBS settings and trying to make it record well though. Anyway how's your Raylib game going?
@@qazpalm9130 ah yes obs on laptops! i got it working on mine by setting the recording quality to almost max which will give you huge files but also usable fps. My game is making good progress on i`m currently implementing Collision Resolving.
@@qazpalm9130 If you work on a Windows 10 Operating System, you could use Windows 10 own video Recorder by pressing "Windows key" + "G".
finally game not made in unity
I would agree Unity is a little overrated
😠
Nice job man, a lot of great mechanics already
Thankyou wasn't sure at first if this was enough so that's good to hear
Github: github.com/bcrooks4/raylib-game
I love the foreshadowing of the skulls on the ground before you reach the skeleton.
I didn't intend for foreshadowing I think when I made this clip I hadn't even thought about skulls and skeletons. The skulls were a quick way to test physics objects interacting with the player originally
Is the darkness around the player actual darkness like ambient lighting set to black and you have an omnilight child attatched to the player or is it black fog?
Black fog for the darkness, but I also attached an omni light to the torch for a bit of extra brightness
How?
Haha good question. I can upload source if you want but a basic explanation is I make an array of start structs. Each struct contains an x, y and z coordinate. I set x and y to a random value between the screen borders and the z to a random number between 0 and 1. I draw the stars to the screen every frame to the x and y coord and also update the x coord to a constant speed variable multiplied by the z value. If x is less then 0 just add the screen width to x so it wraps around.
@@qazpalm9130 Thanks, that is enough for me to reimplement it!
Glad to hear :)
@@qazpalm9130 And I did. ua-cam.com/video/D0P7LErMAeQ/v-deo.html (Not sure if this URL will show up. It is a new video on little channel)
Sorry I can't open the video for whatever reason it's not loading
github.com/bcrooks4/GD-Large-Scale-2D-Terrain source code for anyone wanting it