Bringing Foliage to Life using Physics - Legacy Devlog #9

Поділитися
Вставка
  • Опубліковано 29 сер 2024
  • Welcome to another devlog for Astortion - a 2D platform-adventure game that I'm currently working on.
    Support me on Patreon:
    / aarthificial
    Unified Interactive Physical Foliage - [UE4 Plugin Out Now]
    by Elliot
    • Unified Interactive Ph...
    UE4 - Tutorial - Interactive Foliage! (Update in Description)
    by Dean Ashford
    • UE4 - Tutorial - Inter...
    How To Create Interactive Grass - Unreal Engine 4 Tutorial
    by Nitrogen
    • How To Create Interact...

КОМЕНТАРІ • 95

  • @aarthificial
    @aarthificial  3 роки тому +36

    These shaders are now available as a package:
    ua-cam.com/video/ecYWvfMoRIM/v-deo.html

  • @partially2k
    @partially2k 4 роки тому +194

    I just binged all of these devlogs - my guy you're on to something. Also, we seem to have started making videos one day apart!

    • @aarthificial
      @aarthificial  4 роки тому +27

      It's so bizarre! I remember watching your time travel video a while back. It was so cool!
      (I forgot about your channel because I hadn't subscribed. Not gonna make the same mistake again)
      Also, thanks!

  • @PleepusPlopus
    @PleepusPlopus 4 роки тому +124

    Shaders? I didn't think my nightmares would come haunt me here
    (Looks great btw)

    • @aarthificial
      @aarthificial  4 роки тому +15

      Ngl it would be tough if not for the shader graph
      (Thanks btw)

  • @poleski7281
    @poleski7281 4 роки тому +30

    I absolutely love the animation for the grass and trees! Just found you're channel and now I can't stop binging it

    • @aarthificial
      @aarthificial  4 роки тому +4

      Thank you!
      I'm glad you enjoyed it.

  • @chris.davidoff
    @chris.davidoff 3 роки тому +12

    Stuff like this is super important, I don't think it needs to wait to the end :) otherwise you won't generate as much excitement when you show your game to people

  • @Fopull
    @Fopull 3 роки тому +35

    1:06 well atleast if you ever need to make an exploding tree you know how 😂

  • @BeechCraft118
    @BeechCraft118 2 роки тому +2

    I recently stumbled on these devlogs in my recommended, and though I am not a game developer, I am an avid fan of pixel artistry. Seeing what you have done with pixel art meshing it with modern game design is very spectacular. These developer entries are also so wholesome to listen to as you are so calm and refreshing in your presentation. It makes me wish I was a developer who could glean more about the technical aspects of your work rather than just an admiring bystander.

  • @mikeomniGM
    @mikeomniGM 4 роки тому +13

    Astortion looks great, interested to see it's future!
    I am incredibly curious to the process around 00:45 of how you've actually implemented the movement through a fragment shader (or how that is even made use of in shadergraph being as the sprite masters seem to only take vertex inputs) and pixelating it to the proper resolution of your art/scene.
    After several hours of research you seem to be the only person on the entire internet to have arrived at this kind of result with 2d shadergraph and this is basically exactly what I've been after for some time now, so if there's any chance you could spare a moment for an explanation, or hell even just a pic of the graph- I'd be ravenously grateful
    Fantastic work btw, the later process of entity interaction is really clever.

    • @aarthificial
      @aarthificial  4 роки тому +4

      Thank you!
      I'd be glad to give you some explanation, just send me a dm on twitter or an email so we can talk about it.

    • @mikeomniGM
      @mikeomniGM 4 роки тому +3

      @@aarthificial Just did to your email, thank you kindly!

    • @the_yashe
      @the_yashe 3 роки тому +3

      @@aarthificial Oh yea, it's seriously a great effect that hasn't too much explanation over the internet. I've tried many times to replicate it but without success. Hover I had a bit of a laugh making it.
      Could I ask you about the screenshot of this shader graph too? I know, it totally depends on you and of course, I don't want to "still" your work.
      Overall, great job. You are really talented and the game has much potential with the story/art/mechanic you designed.
      Ps. I know you are from the U.K, but I can hear Polish accent in your videos. Are you from Poland? :D

  • @rikrishshrestha5421
    @rikrishshrestha5421 Рік тому

    This is the true definition of how devlogs should be. It shouldnt be a tutorial but still tells the ideas/concepts used to progress making a certain part of ur game 🎉

  • @MultiMightyEagle
    @MultiMightyEagle 3 роки тому +27

    Wow, that technique is amazing! exactly what i was looking for. Are you working with the 2D Renderer? if so, i would really appreciate if you could share the shader information or make a tutorial if you got the time. Thanks for the insight anyways.

  • @VuVuuInc
    @VuVuuInc 4 роки тому +3

    The Pixel art for the environment looks great!

  • @NeatGames
    @NeatGames 4 роки тому +6

    The foliage movement looks awesome! I just do a simple squash/stretch/rotate technique XD

  • @ZeldaLore
    @ZeldaLore 3 роки тому +5

    I've been looking for a tutorial or blog explaining how the two Ori games made their foliage sway depending on the player movement and velocity (as well as the force of explosions, enemy movements etc, basically any force), and I think this is it (or at least one way to do it). If you ever make a tutorial on this, I would appreciate it massively. I have tried some other methods but its not exactly what I'm looking for.

  • @neenaw
    @neenaw 3 роки тому +2

    Looks incredible!

  • @ItsAkile
    @ItsAkile 10 місяців тому

    Very cool mate, its on the list of things

  • @radofnf
    @radofnf 3 роки тому +1

    I find your channel very inspiring. Great work and thanks for sharing knowledge

  • @peppidesu
    @peppidesu 3 роки тому

    - ahem -
    particle simulations (dust, leaves, water splashes etc.)
    systemic interactions (birds that fly away when you run past them, people lifting their heads etc.)
    imagine running complex interactions like that, all on the gpu. You could scale it up to insane numbers, now that is some emersion right there.

  • @Tantandev
    @Tantandev 4 роки тому +1

    Looks so cool!

  • @jakubmichalenko7990
    @jakubmichalenko7990 3 роки тому +2

    bruh this looks just great

  • @kasit008
    @kasit008 3 роки тому +6

    This is some high level math stuff lol.

  • @the.true.A
    @the.true.A 3 роки тому +1

    This looks amazing! You're so talented i dont even have te patience to start coding...

  • @giova240
    @giova240 3 роки тому

    goodbye blue sky on the background music. GOD what a good taste!

    • @giova240
      @giova240 3 роки тому

      well kinda hahahahaha

  • @lastlifeleft7824
    @lastlifeleft7824 3 роки тому

    Looks really great! Thank you for sharing

  • @nayagoru
    @nayagoru 4 роки тому +1

    Nice job! Game's looking good!

  • @roguedrones
    @roguedrones 3 роки тому

    things like this are so classy.

  • @jex8885
    @jex8885 Рік тому

    Great content!
    Been using this video as a reference and managed to implement something similar in Godot.

    • @sammyflemington6245
      @sammyflemington6245 10 місяців тому

      Would you be willing to share a demo project or give a quick explanation of how you did it? I'm trying to do the same (in Godot) but I'm struggling.

  • @neozoid7009
    @neozoid7009 Рік тому

    Your videos are super Awesome

  • @hiiambarney4489
    @hiiambarney4489 3 роки тому +5

    Oh boy. I had a similar thing going on with the sway stuff. Actually I exactly used cables hanging from the ceiling that sway when the player touches them.
    But since I'm an art and music guy and can't program for shit, I just rendered out some animations and went from there... 20 minutes of work and it was done. Not very intricate and sophisticated... I'm a simpleton sometimes...

  • @rohanpatel2608
    @rohanpatel2608 3 роки тому +5

    This is looking beautiful!!!!
    Are you going to do any tutorial for this in future?

    • @aarthificial
      @aarthificial  3 роки тому +5

      Thank you!
      I'm planning on making a tutorial for this for quite some time now but I want to get a bit better at making videos first.

    • @rohanpatel2608
      @rohanpatel2608 3 роки тому +1

      @@aarthificial Awesome!!
      Can't wait for it!!

  • @GreenCream
    @GreenCream 3 роки тому +2

    I love that technique and I want it too. Do you want to share any tips on how overlay the correct part of the render texture to the uv's of the individual grass sprites? That's the only step I can't figure out without losing my mind.

    • @aarthificial
      @aarthificial  3 роки тому +1

      I actually haven't figured this one out yet. The whole concept is on my back burner currently. In the video I map the UV of my render texture directly to world coordinates. So world position of sprites serves as coordinates to sample the render texture.
      Ideally the camera position would be fed to the shader so the whole thing is relative to said camera. Or perhaps the screen position should be used.

  • @prozacgodgamedev
    @prozacgodgamedev 2 роки тому

    I really like to learn more about this velocity buffer thing

  • @a1be31s8x9
    @a1be31s8x9 3 роки тому

    Love the videos. Would really like some details on that fragment shader that you started out with.

  • @bblakeyyy
    @bblakeyyy 4 роки тому +1

    Hey man! Nice devlog, love the art. I do have a question, is your game locked to one resolution? Because my pixel art tends to distort on revolutions that aren’t 1920x1080? My sprites are 32 x 32 ppu and my camera size is set to the correct calculated size. Good vid bro

    • @aarthificial
      @aarthificial  4 роки тому +1

      Thanks!
      No, I'm only locking the aspect ratio to 16:9.
      Haven't had problems with distorted pixels yet although I feel like they're gonna come eventually. I'm still using a normal camera (without the pixel perfect script or anything like that) so maybe that's why?

    • @bblakeyyy
      @bblakeyyy 4 роки тому +1

      aarthificial very true! Regardless, this looks really cool! Good luck with it :)

  • @decidev
    @decidev 3 роки тому +2

    Hi man! Astortion looks great! I was curious: I can make a fragment shader, but I was wondering how to pixelate it like yours?

    • @aarthificial
      @aarthificial  3 роки тому +1

      Code Monkey has a nice video about it: ua-cam.com/video/siiqnXA156Y/v-deo.html
      The secret is to do two passes of pixelation. First, you pixelate your UV - just before sampling the noise. Then you pixelate the output from the noise. Takes some trials and errors but once mastered, it can produce all sorts of cool effects

    • @decidev
      @decidev 3 роки тому +1

      @@aarthificial Thanks man!

  • @hebertdesouza1129
    @hebertdesouza1129 3 роки тому

    I like it!

  • @TheJoppemin
    @TheJoppemin 3 роки тому

    It's been a long time so you've probably already fixed it but if you insert the character offset in worldspace into the shader's uv position the character will always be centered on the rendertexture, this means you'll only need one rendertexture at all times

  • @carlos_7x
    @carlos_7x 3 роки тому +1

    Nice video, will start implementing this into my game. Thanks!
    PS. Also, what's the music at the start of the video? I really liked it =)

    • @aarthificial
      @aarthificial  3 роки тому

      Thanks!
      It's Introspective by Gabriel Lewis

  • @alexfriedmann8379
    @alexfriedmann8379 3 роки тому +1

    Very nice 👍🏼 at 0:43 are u able to do that using the shader graph to get that effect?

    • @aarthificial
      @aarthificial  3 роки тому

      Thanks!
      Yes, everything except for the velocity buffer was made using the shader graph

    • @alexfriedmann8379
      @alexfriedmann8379 3 роки тому

      @@aarthificial that's really cool, do you have a link to a resource on how to do it? I want to implement that then just use pixel perfect camera to upscale the render texture. thanks for the videos, subbed 👍

    • @aarthificial
      @aarthificial  3 роки тому

      Unfortunately, aside from the videos linked in the description, I didn't follow any specific resources. It was more of a trial and error.

    • @alexfriedmann8379
      @alexfriedmann8379 3 роки тому

      @@aarthificial do you mind sharing generally which basic nodes you used and how you linked them together? I’m fairly new to shaders, but this is just such a versatile shader - would work great for 2D water, fabrics, clouds etc

  • @codinginflow
    @codinginflow 3 роки тому +1

    Your voice kinda sounds like Naval Ravikant

  • @Delta-ii5du
    @Delta-ii5du 2 місяці тому

    0:45 how does one simply "add pixelation"?

  • @meliksahbozkurt
    @meliksahbozkurt 3 роки тому

    1:18 Can you share this shader by a photo please? Because i don't know anything about shaders and this is so cool :)

  • @voxelbean8788
    @voxelbean8788 3 роки тому

    How does one start learning this shader wizardry?

  • @fedyfausto
    @fedyfausto 3 роки тому +2

    some tutorial? :0

    • @aarthificial
      @aarthificial  3 роки тому +3

      I'm planning to make one but there's still some things that I need to fix before it happens

    • @Theo-iz5cj
      @Theo-iz5cj 3 роки тому +2

      Would be very appreciated, your system looks very intricate!

    • @piousthepious
      @piousthepious 3 роки тому +1

      @@aarthificial Haha I know I’m late but I second (third) asking for a tutorial on more specifics achieving this effect! A lot of this stuff is abstract to me :o

  • @kaleygoode1681
    @kaleygoode1681 2 роки тому

    54 minutes into this presentation there's a great grass demonstration:
    ua-cam.com/video/MKX45_riWQA/v-deo.html
    It's still rubber grass that doesn't stay downtrodden though

  • @blameyourm8519
    @blameyourm8519 3 роки тому +1

    How do you distort vertecies in unity?

    • @aarthificial
      @aarthificial  3 роки тому +1

      In terms of Shader Graph it's done by modifying the vertex position in the master node.
      You can google "vertex shader" for more info

    • @blameyourm8519
      @blameyourm8519 3 роки тому +2

      @@aarthificial much appreciate it, you're videos are of very high quality I hope you know that, the way you explain I see you have a lot of experience, I like how you: find, fix and explain unity flaws because I use Unity and am making those mistakes without knowing it, want to see more :)

    • @aarthificial
      @aarthificial  3 роки тому

      Thanks, I'm happy to hear that!

  • @justsomeknowitall7368
    @justsomeknowitall7368 4 роки тому +2

    First?
    Nice

  • @watercat1248
    @watercat1248 3 роки тому

    this urp or hdrp ?

  • @florianbar9913
    @florianbar9913 3 роки тому

    What for a game is this?

  • @NishanGhoshgameshamelame
    @NishanGhoshgameshamelame 3 роки тому

    Hello Many Thanks for sharing this knowledge And to Everyone Reading this comment - SUBSCRIBE!! to this channel.
    Its not me - its the content in these videos!
    [Three questions, please dont mind my directness, I am just curious.]
    1. was all the effects achieved using shadergraph ?
    2. And what if enemies could also interact with the folliage,
    then do we have to pass their info to the shader as well and repeat everytime for each and every enemy?
    3. Are all sprites rendered on a quad? since rendered texture doesnot works with 2D sprites except rawImage.
    Thanks again

    • @aarthificial
      @aarthificial  3 роки тому +1

      1. Foliage shaders where made with Shader Graph. The velocity buffer was made using a traditional shader
      2. This is one of the main issues with this implementation - only one object can interact with the velocity buffer.
      Now that I've created my own renderer: ua-cam.com/video/jguyR4yJb1M/v-deo.html I'm planning to redesign the whole thing to make it work with multiple objects. I'll probably do that by introducing a new render pass that will render all the interactive objects directly to the buffer.
      3. No, these are normal sprites with a shader. Sometimes they may overflow the mesh, though, so it's helpful to switch the sprite to full rect in the import settings.

    • @NishanGhoshgameshamelame
      @NishanGhoshgameshamelame 3 роки тому

      @@aarthificial That is incredible - I would love to study the velocity buffer shader! (if you could share some more details on how to achieve the same.)
      and I have seen you recent devlog - it is Delightfully Epic.

    • @aarthificial
      @aarthificial  3 роки тому +1

      Thanks so much!
      In currently working on releasing all these shaders as an open source package, so there's gonna be another video with more details on them soon-ish

    • @NishanGhoshgameshamelame
      @NishanGhoshgameshamelame 3 роки тому

      @@aarthificial Cant Wait to get those and Also very generous of you, Thank you.

  • @random_precision_software
    @random_precision_software 3 роки тому

    I thought you'd share or like? Lol

    • @aarthificial
      @aarthificial  3 роки тому

      I did ua-cam.com/video/ecYWvfMoRIM/v-deo.html

  • @MCInferno
    @MCInferno 2 роки тому

    Ee

  • @CHKNSkratch
    @CHKNSkratch 3 роки тому

    why does every game dev have that accent?

    • @aarthificial
      @aarthificial  3 роки тому +1

      Thanks for making me even more self-conscious about it.

    • @CHKNSkratch
      @CHKNSkratch 3 роки тому

      @@aarthificial it's not a bad thing, I actually quite like it. it's a nice accent I just was wondering why every dev had it?