This has a lot of practical use testing environments that we might put in unity or unreal. Allowing us to drive around wile still in blender, saves time not having to export between just to playtest. Making sure the roads are a good width for driving on, one of those things that could look right but be too narrow for actual driving on when in game Id be interested in a follow up series for a 1st person controller and even a 3rd person one where we can drive a player character movement and even animate it. Plenty of free Maximo character models and animations to freely se for this sort of thing Id also be interested in being able to enter and exit the vehicle from this series, to go from 1st/3rd to driving and back ect A 3rd person controller would be really useful for making sure environment objects are correctly scaled making sure interior spaces are not to small, narrow doorways ect being able to playtest a space before exporting Question, is there a keyboard and mouse equivalent for wasd and mouse look controls?
You could technically modify the addon I made to listen for keyboard presses as well as controller. For characters, I don’t think you could use real animations as we don’t have any kind of animation state machine. You’d need to do fully procedural animation within Geo Nodes and at that point it’s not really worth it. Definitely too much if it’s a shortcut to skip testing in engine 😅
There is a simple addon to help with doing animation state machines in geonodes I'll join your discord and post a link, you may find it interesting and helpful in general
Thank you so much for the great series! I was looking how to do non-timeline based animations in a visual language and this covered a lot of it! What great timing that today I decided to google it. I'm trying to replace the really powerful real-time compositing engine that TouchDesigner has, but I use a lot of inputs such as sound signals, filtering and such. I can probably feed some of it from bpy scripts. Do you think values from scripts can be called within your simulations or (more in my use case) from the compositing nodes?
Yes for sure! Pull open my xinput script and you’ll see how I’m actually creating an empty unlinked from the scene but with a fake user (so the user never sees it) and then adding custom props to pick up the controller inputs. You can also take the driver to nodegroup setup code. That’s pretty self contained as it’ll just make group outputs to match the custom props and drive them. You just need to make whatever custom props. Getting external hardware to write those props is pretty straight forward but you might need a modal operator to listen for them. Also in my script. You’ll need to adjust the script if you want the nodegroup to be in the compositor nodes instead of geo nodes but that should be a fairly easy adjustment
Will procedural shaders/patterns make a come back on your channel? Have you worked on any interesting materials recently? I would love to see a 1 minute breakdown. I have been consuming all the material/patterns on your channel and just3dthings. They are amazing.
One trick you missed with this game is if you had it so it adds a trailer every monkey you collect and had a collision detection for the cab when it hits a trailer it ends the game/resets This this would have been a driving version of a snake game
I had no idea we could do that in blender! I'm impressed! I learned so much in this video, please don't stop making videos like this!
Thanks so much! There’s really no limit to Blender
the weird thing about this that this video just popped out and I missed like 6 other videos !!! is that me or just youtube 😀!
missed you a lot man
I think it's like that for a lot of people! Glad you were able to find it in the end!
This has a lot of practical use testing environments that we might put in unity or unreal. Allowing us to drive around wile still in blender, saves time not having to export between just to playtest. Making sure the roads are a good width for driving on, one of those things that could look right but be too narrow for actual driving on when in game
Id be interested in a follow up series for a 1st person controller and even a 3rd person one where we can drive a player character movement and even animate it.
Plenty of free Maximo character models and animations to freely se for this sort of thing
Id also be interested in being able to enter and exit the vehicle from this series, to go from 1st/3rd to driving and back ect
A 3rd person controller would be really useful for making sure environment objects are correctly scaled making sure interior spaces are not to small, narrow doorways ect being able to playtest a space before exporting
Question, is there a keyboard and mouse equivalent for wasd and mouse look controls?
You could technically modify the addon I made to listen for keyboard presses as well as controller. For characters, I don’t think you could use real animations as we don’t have any kind of animation state machine. You’d need to do fully procedural animation within Geo Nodes and at that point it’s not really worth it. Definitely too much if it’s a shortcut to skip testing in engine 😅
There is a simple addon to help with doing animation state machines in geonodes
I'll join your discord and post a link, you may find it interesting and helpful in general
Thank you so much for the great series! I was looking how to do non-timeline based animations in a visual language and this covered a lot of it! What great timing that today I decided to google it.
I'm trying to replace the really powerful real-time compositing engine that TouchDesigner has, but I use a lot of inputs such as sound signals, filtering and such. I can probably feed some of it from bpy scripts.
Do you think values from scripts can be called within your simulations or (more in my use case) from the compositing nodes?
Yes for sure! Pull open my xinput script and you’ll see how I’m actually creating an empty unlinked from the scene but with a fake user (so the user never sees it) and then adding custom props to pick up the controller inputs. You can also take the driver to nodegroup setup code. That’s pretty self contained as it’ll just make group outputs to match the custom props and drive them. You just need to make whatever custom props. Getting external hardware to write those props is pretty straight forward but you might need a modal operator to listen for them. Also in my script.
You’ll need to adjust the script if you want the nodegroup to be in the compositor nodes instead of geo nodes but that should be a fairly easy adjustment
Will procedural shaders/patterns make a come back on your channel? Have you worked on any interesting materials recently? I would love to see a 1 minute breakdown. I have been consuming all the material/patterns on your channel and just3dthings. They are amazing.
Maybe to some degree. I don’t want to compete with Charan though and I am much better at geo nodes than shaders these days
cool. Charan is on fire lately. He has done one stream a day for the past 4 days.
who is charan. please suggest some procedural shader nodes channel.
Just3Dthings. He makes shaders for Ducky3D
thank you for your service you helped me get into geonodes when they were still getting started and it's been super helpful
Thank you! Glad you're sticking with it - procedural workflows are super handy
One trick you missed with this game is if you had it so it adds a trailer every monkey you collect and had a collision detection for the cab when it hits a trailer it ends the game/resets
This this would have been a driving version of a snake game
Erindale.........................
WTF U DOINGGGGG -_-
insane
It’s been a blast but I hope people don’t start making games in geo nodes…
Or do I?
@@Erindale Why the f**k not AMIRIGHT
Brillant!
How backwards compatible would this be to try and do? My Mac won’t support 4.0
I originally prototyped it in 3.6. If I remember right, it’s just the repeat zone for trailers that you’ll not have
@@Erindale thanks I’m going to have a go
@@Erindale I have been watching the series thinking it might not work
:0