This looks amazing! I was searching around for good 3D projects made in Godot to see how capable the engine is for 3D. This video is a good way to show off what Godot can do!
Looking good! To answer your question from the end of the video: I think a weekly recap about 10 minutes long - like this video - is a good format for a devlog :)
This is really amazing! Your procedural biomes remind me of MapMagic, the Unity plugin. It's nice to see such things are possible with Godot, I have wanted to switch to it for some time now.
This is good work. It's the kind of thing Godot needs more of, to help illustrate that it's capable of more advanced styles of game. I wonder if it would be possible to import higher quality models and animations from the Unity and Unreal stores?
@@wojtek_pe Generally, this shouldn't be a problem. With the Unity store, most assets can be used in any engine, unless they have special restrictions. One asset creator discusses it here: gamedevbeginner.com/using-unity-assets-in-unreal-and-other-game-engines/
Thank you. It's good to know! That's a really good article. I will check what kind of assets unity store offers. Probably not week, but maybe next one. Definitely I need to upgrade my character. It would be great to find something useful.
your grass is really really cool can you make a video for it? how did you make that grass? what is the plug-in of it? how did you set up the grass to the ground?
It looks gorgeous! For sound effects, you can utilize AnimationPlayer's ability to trigger methods. Right now it seems a bit weird that sound doesn't match the image.
Actually, I call the different audio files at the same point where I change the values for the animation. It is possible that the audio pace should change with the pace of the animation. I will think about in the future.
nice work. can you make a step by step guide for a similar result? maybe with other assets if you dont want to get your work cloned/copied. even downloading different addons one can be lost for build something.
Hi, I will see what I can do, but It won't be probably a one video ;) There are few things to cover. If we are speaking about visuals the main advice I can give after many trial and errors is that, don't focus on your material in external programs. Especially vegetation assets. Conversion process will give miserable results. Make some basic material in blender and tinker all parameters in Godot later. Also lightning is very important. Many people will put a directional light on the scene as a main light source. I would suggest first giving basic lightning using procedural sky or other environmental texture. As a result SSAO will give you much better results.
4 роки тому+1
How do you solve the shader lazy compiling? In my 3D projects, I get a lot of little freezes when new objects becme visible because of it.
To be honest I didn't solve it. I don't use a lot of different shaders so it doesn't stutter so much, but there are some solutions. The most basic one is just to create "preloader" class with every material in your scene, that is loaded on startup. Also look at this video: ua-cam.com/video/Cg4ZT6X0ghs/v-deo.html I am planning to port it to Godot 4.0 and Vulkan already have a shader caching, so I don't think that I should spend time to implement it.
Yes, I am using Zylann's HTerrain addon. I just created heightmap outside Godot, because it's hard to modify large chunks of terrain with current HTerrain tools. Also it gives me an ability to better control the shapes.
Hi, this sound like a job for a shader. I will introduce some shader settings and variables into my biome generation system soon, but it's mostly job of a shader which takes those variables. I will experiment with wind soon.
Hi, actually I imported the heightmap from inkscape and then edited it with Zylann heightmap plugin. The nodes you saw on the video are for my vegetation plugin. It's purpose is to "scatter" meshes, like trees rocks and plants around "openworld" map based on this heightmap. I have an old video about it ua-cam.com/video/5i0EUC0voao/v-deo.html there is a lot of changes but the idea is still the same.
I played around with the procedural biomes addon but could not manage to add collision to my meshes. How do you go about adding it? Any suggestions plz.
Hi, this a little secret that I kept for myself :D To be honest actually at this state you can't add them automatically, but I will add this hopefully this week. It shouldn't be hard. I just need to iterate over meshes in multimesh and add static objects with collisions to them.
A little update, I just added ability to add collisions to your meshes and many other improvements. Just put collision shape on your biome graph with pre generated shape. I will talk about it in the next devlog, but you can check it now on github.
Yes this is plugin. You can find a little overview and link to github here: ua-cam.com/video/5i0EUC0voao/v-deo.html there is a few changes but idea is the same.
Please how did you do all this things in the engine? Please I need your reply because I have the passion in game development but I don't get any good tutorials to start
Looks interesting, I checked out your channel but it seems like this is the third devlog #1 you've posted? I've subscribed anyway. Looking forward to the next video.
Hi, and thank you for your comment! As you can see on the video I am not the best person to answer this request :D I am still beginner in those topics, but I know a really good place you can look at: ua-cam.com/video/01WQlMD7dsk/v-deo.html This video series is really impressive and easy to understand. I am also learning from it right now. I hope that this will be helpful to you as well :)
Wow the project is that cool🤯 i think it would be so freaking helpful if u would share the source code and the project but of course it is ur decision. Do u want to publish it and use it commercially btw? Anyway i think if u would share it u would help thousands out there woth their problems and subs will exploit. But ur decision haha. Good luck and all the best🔥👍👍
Hi, actually there isn't much of code there. The most interesting thing - biomes generator is already on github page: github.com/wojtekpil/Godot-Biomes The rest is just tuning those shaders and models :) I won't share my models, because they aren't optimal. I think you can find a lot of better assets in some assets stores. Of course I would love to publish this game for example on steam. But right now it's only a dream. Too much work still to do.
@@wojtek_pe wow is this the plugin for the environment and trees and everything🤯 do u have instagram or twitter i have that many questions and i can help u to promote ur game somewhen. I have already built up a small fanbase on instagram (2.7k and 400 to 500 likes each post) since mid of may so i could help u to push ur reach and u could help me with coding in godot
@@wojtek_peOkay, thank you so much. Could you Maybe make a Video About it? I would really like to see how to use These Plugins and how to get them into in an empty Scene in Godot. Please man think About this. I have propably watched hundreds of Godot tutorials so far and have never seen that You can use Godot the way your are doing it and it would definitely revolutionate the usage of Godot for the most of us as we cant learn thinks like this on UA-cam and as far as i know also not on reddit or other platforms. I will definitely share ur Video and ur account as i think it is absolutely important and so cool! Best regards and all the best.
Hi and sorry for a late reply, I am currently on vacation and I don't have the best internet access here. As for tutorial there is a "walkthrough" already on my channel: ua-cam.com/video/5i0EUC0voao/v-deo.html Maybe it's a little bit old but you should get the idea. But there is a reason for a README with WIP text. It's still not finished and not yet ready for usage in serious projects. As for twitter and instagram, I don't have one yet. As for promoting my game, thank you, but I think there is nothing to promote yet :D The project is progressing really slow, because I have a full time job beside it. Nevertheless, I will try to post a few tutorials from time to time.
It's actually here: github.com/wojtekpil/Godot-Biomes I need to update files on github, because I made few changes this week. I wouldn't recommend using it yet. The main idea behind this vlog is to keep myself motivated to work on it :)
looks nice, but only 50-55 fps in a system like yours? i have an 1660, and i can handle titan fall 2 and doom 2016 1080 maxs with 80-100 fps, is that a godot limitation?
Hi, and even lower than 50 at some places. But there is no LOD and a lot of meshes with alpha textures. I will optimize it later. Those title you mentioned are AAA class productions with multiple optimizations tricks. Still I think that Godot could perform a little bit better at some places, but it shouldn't be that bad as it is right now.
@@wojtek_pe so are you going to still going to implement stuff like Impotors? that's a relief for a second i though that godot might have hard time handling complexs 3D scenes, i never made an 3D game of this complexity on godot
Since godot 3.2.2 and maybe even 4.0 wont have occlusion culling. How did you handle or optimize the performance ? I think Juan will push the occlusion culling to version 4.1
This is basically a very simple chunk rendering system with visibility notifiers, also I implemented a basic LOD system, but I didn't create meshes to use it. Occlusion culling would be nice though.
Hi this a tricky question. It depends on the player location, because of biome chunk rendering. At some places it's around 5 million at other its above 10. That's a lot, but there are no LOD meshes in use. So it could go much lower. Also I could decrease the view distance. This is a vertices count, which in Godot I think is counted for each render pass. So, without shadows etc, it should be a quarter of that in reality (the vertices count you would see in blender).
@@smokinZOMBi Yes, but in reality it's more like 2-4 as I said before. But vertices are kinda cheap this days. Fragment shaders are a lot worse, especially with transparency. I will probably optimize it in near future. Right know it's still usable, so I want to focus on other things :)
@@smokinZOMBi It's not an easy task to create a fully featured 3d game engine so I doubt that popularity of Godot would fall because of some new competitor. Godot is getting better with each release. I think that with 4.0 it will be a strong opponent for Unity in 3D. Maybe still not UE quality, but close enough. It's amazing work of an open source community!
Hi, for grass in this video I used custom script to place batches of multimeshes but in the end it wasn't really worth it. Later on I switched to Zylann's grass in Heightmap plugin. As for shader is mostly the same as in my tutorial ua-cam.com/video/0bgw7crtOcQ/v-deo.html
Ogólnie spoko, ale strasznie ci głos drży - nie wiem czy miałeś już mutacje czy nie, ale ciągle daje się słyszeć drżenie/charczenie i trochę to irytujące. Popracuj trochę nad pewnością siebie w głosie i będzie git :) ewentualnie wrzuć jakiś podkład muzyczny który to zamaskuje ;)
Dzięki, dawno nie dostałem takiego komplementu :) Obecnie nagrywałem to za pomocą telefonu, to drżenie może trochę też i z tego wynikać. Spróbuje coś z tym zrobić.
I like you project, it looks amazing! I am in between career paths, on way becoming a 3d artist. I would like to work on your project, are you interested in collaboration?
I love seeing a lot of small groups or even single persons doing stuff in Godot, especially in 3D, and sharing it. The community is growing strong !
This looks amazing! I was searching around for good 3D projects made in Godot to see how capable the engine is for 3D. This video is a good way to show off what Godot can do!
Yeah I didnt even know it was able to do Godrays
@@Chevifier it is an addon as he said. Not sure if it's an addon to the core godot script or just a shader script
There are people that say Godot is not good at 3D. This video is proof that it is actually not bad at 3D.
Looking Beautiful, this will surely be one for the showcase when its done.
The birds chirping is really nice, I think it really makes the environment feel alive!
OMG This game is awesome, never i did to see a game like this, Congratulations for this great job.
Właśnie po zrobieniu projektu na licencjat planuję zaprzyjaźnić się z godotem :3 Silnik ma wielki potencjał :)
*You are an expert in programming.* Congratulations for the pretty art .
Very good job, I will definitely watch progress of your work.
I absolutely adore the lighting and the character behaviour! That idle status, perfect
We will watch your career with great interest
Looking good! To answer your question from the end of the video: I think a weekly recap about 10 minutes long - like this video - is a good format for a devlog :)
Nice! This is excellent work that you've done in Godot
Thanks for these, we'll be watching your progress
I love to see godot users being primarily linux users
This is really amazing! Your procedural biomes remind me of MapMagic, the Unity plugin. It's nice to see such things are possible with Godot, I have wanted to switch to it for some time now.
Looking really good! Godot seems awesome. Subbed
This is soo cool, love what your are doing with Godot :)
Animations are so smooth. Love it
This looks really nice, well done!
Wygląda świetnie :)
Great job so far ! keep it up :)
This is looking fantastic!
Very nice congratulations!
Great work ...reference channel for godot... 🙏
This is good work. It's the kind of thing Godot needs more of, to help illustrate that it's capable of more advanced styles of game.
I wonder if it would be possible to import higher quality models and animations from the Unity and Unreal stores?
I think it should be possible, but I am not sure about licensing.
@@wojtek_pe Generally, this shouldn't be a problem. With the Unity store, most assets can be used in any engine, unless they have special restrictions. One asset creator discusses it here: gamedevbeginner.com/using-unity-assets-in-unreal-and-other-game-engines/
Thank you. It's good to know! That's a really good article. I will check what kind of assets unity store offers. Probably not week, but maybe next one. Definitely I need to upgrade my character. It would be great to find something useful.
your grass is really really cool can you make a video for it? how did you make that grass? what is the plug-in of it? how did you set up the grass to the ground?
amazing really, I want to make something similar myself
"When u go to the Bitch." - Wojtek Pe
Haha :D 100% intentional
look good, more videos . . .
Nice work, so inspiring
OMG 😱😱 You too use Linux . I thought I was the only one hunting.
Greats, this is amazing.
I love it.
It looks gorgeous! For sound effects, you can utilize AnimationPlayer's ability to trigger methods. Right now it seems a bit weird that sound doesn't match the image.
Actually, I call the different audio files at the same point where I change the values for the animation. It is possible that the audio pace should change with the pace of the animation. I will think about in the future.
nice work. can you make a step by step guide for a similar result? maybe with other assets if you dont want to get your work cloned/copied. even downloading different addons one can be lost for build something.
Hi, I will see what I can do, but It won't be probably a one video ;) There are few things to cover. If we are speaking about visuals the main advice I can give after many trial and errors is that, don't focus on your material in external programs. Especially vegetation assets. Conversion process will give miserable results. Make some basic material in blender and tinker all parameters in Godot later. Also lightning is very important. Many people will put a directional light on the scene as a main light source. I would suggest first giving basic lightning using procedural sky or other environmental texture. As a result SSAO will give you much better results.
How do you solve the shader lazy compiling? In my 3D projects, I get a lot of little freezes when new objects becme visible because of it.
To be honest I didn't solve it. I don't use a lot of different shaders so it doesn't stutter so much, but there are some solutions. The most basic one is just to create "preloader" class with every material in your scene, that is loaded on startup. Also look at this video: ua-cam.com/video/Cg4ZT6X0ghs/v-deo.html I am planning to port it to Godot 4.0 and Vulkan already have a shader caching, so I don't think that I should spend time to implement it.
beautiful! I'm interested in your progress.
Are you using Zylann's Hterrain addon. Its pretty awesome for creating simple terrain
Yes, I am using Zylann's HTerrain addon. I just created heightmap outside Godot, because it's hard to modify large chunks of terrain with current HTerrain tools. Also it gives me an ability to better control the shapes.
Nice Wotek , keep it up 💪
Nice work.. Inspiring.. 👍
bravo
Can you please make a tutorial about the lighting?
Good job! The Best!
Looks great! Any ideas on how to implement climate ? (Rain, snow, wind affecting trees)
Hi, this sound like a job for a shader. I will introduce some shader settings and variables into my biome generation system soon, but it's mostly job of a shader which takes those variables. I will experiment with wind soon.
Can you talk more about how you generated the height map using the visual nodes? I'm really interested in that :)
Hi, actually I imported the heightmap from inkscape and then edited it with Zylann heightmap plugin. The nodes you saw on the video are for my vegetation plugin. It's purpose is to "scatter" meshes, like trees rocks and plants around "openworld" map based on this heightmap. I have an old video about it ua-cam.com/video/5i0EUC0voao/v-deo.html there is a lot of changes but the idea is still the same.
I played around with the procedural biomes addon but could not manage to add collision to my meshes. How do you go about adding it? Any suggestions plz.
Hi, this a little secret that I kept for myself :D To be honest actually at this state you can't add them automatically, but I will add this hopefully this week. It shouldn't be hard. I just need to iterate over meshes in multimesh and add static objects with collisions to them.
A little update, I just added ability to add collisions to your meshes and many other improvements. Just put collision shape on your biome graph with pre generated shape. I will talk about it in the next devlog, but you can check it now on github.
hi nice project! :)
what are the nodes that you use?
is it a plugin?
Yes this is plugin. You can find a little overview and link to github here: ua-cam.com/video/5i0EUC0voao/v-deo.html there is a few changes but idea is the same.
Good Job !
Please how did you do all this things in the engine?
Please I need your reply because I have the passion in game development but I don't get any good tutorials to start
Pozdro przyjacielu ;p
Wow amazing, but I wanna know if its slow or laggy with that open world size.
Amazing!
Looks interesting, I checked out your channel but it seems like this is the third devlog #1 you've posted?
I've subscribed anyway. Looking forward to the next video.
could you do a tutorial on modelling rigging and animating your character? :)
Hi, and thank you for your comment! As you can see on the video I am not the best person to answer this request :D I am still beginner in those topics, but I know a really good place you can look at: ua-cam.com/video/01WQlMD7dsk/v-deo.html This video series is really impressive and easy to understand. I am also learning from it right now. I hope that this will be helpful to you as well :)
This is really good. Sir, what language did you use?
I sub to see your progress👍 pls keep it epic
hey, great video! do you have a tutorial on how you made the map? thanks
How did you do that crab men teach me how to program please because I don’t know
Wow the project is that cool🤯 i think it would be so freaking helpful if u would share the source code and the project but of course it is ur decision. Do u want to publish it and use it commercially btw? Anyway i think if u would share it u would help thousands out there woth their problems and subs will exploit. But ur decision haha. Good luck and all the best🔥👍👍
Hi, actually there isn't much of code there. The most interesting thing - biomes generator is already on github page: github.com/wojtekpil/Godot-Biomes The rest is just tuning those shaders and models :) I won't share my models, because they aren't optimal. I think you can find a lot of better assets in some assets stores. Of course I would love to publish this game for example on steam. But right now it's only a dream. Too much work still to do.
@@wojtek_pe wow is this the plugin for the environment and trees and everything🤯 do u have instagram or twitter i have that many questions and i can help u to promote ur game somewhen. I have already built up a small fanbase on instagram (2.7k and 400 to 500 likes each post) since mid of may so i could help u to push ur reach and u could help me with coding in godot
@@wojtek_peOkay, thank you so much. Could you Maybe make a Video About it? I would really like to see how to use These Plugins and how to get them into in an empty Scene in Godot. Please man think About this. I have propably watched hundreds of Godot tutorials so far and have never seen that You can use Godot the way your are doing it and it would definitely revolutionate the usage of Godot for the most of us as we cant learn thinks like this on UA-cam and as far as i know also not on reddit or other platforms. I will definitely share ur Video and ur account as i think it is absolutely important and so cool! Best regards and all the best.
Hi and sorry for a late reply, I am currently on vacation and I don't have the best internet access here. As for tutorial there is a "walkthrough" already on my channel: ua-cam.com/video/5i0EUC0voao/v-deo.html Maybe it's a little bit old but you should get the idea. But there is a reason for a README with WIP text. It's still not finished and not yet ready for usage in serious projects. As for twitter and instagram, I don't have one yet. As for promoting my game, thank you, but I think there is nothing to promote yet :D The project is progressing really slow, because I have a full time job beside it. Nevertheless, I will try to post a few tutorials from time to time.
@@wojtek_pe okay thank u so much u can count on my support👍
I have an idea for a new game but I have zero XP with godot or anything :( I also want to include NFT's to the game with the Enjin SDK.
Would you like to share the GitHub repo for the above? Thanks.
This looks awesome. Will we be able to use your addon?
It's actually here: github.com/wojtekpil/Godot-Biomes I need to update files on github, because I made few changes this week. I wouldn't recommend using it yet. The main idea behind this vlog is to keep myself motivated to work on it :)
@@wojtek_pe Thank you!
looks nice, but only 50-55 fps in a system like yours? i have an 1660, and i can handle titan fall 2 and doom 2016 1080 maxs with 80-100 fps, is that a godot limitation?
Hi, and even lower than 50 at some places. But there is no LOD and a lot of meshes with alpha textures. I will optimize it later. Those title you mentioned are AAA class productions with multiple optimizations tricks. Still I think that Godot could perform a little bit better at some places, but it shouldn't be that bad as it is right now.
@@wojtek_pe so are you going to still going to implement stuff like Impotors?
that's a relief for a second i though that godot might have hard time handling complexs 3D scenes, i never made an 3D game of this complexity on godot
because like programmer he does have that implement performance systems, Godot allows make it :)
thnksssss
Since godot 3.2.2 and maybe even 4.0 wont have occlusion culling. How did you handle or optimize the performance ? I think Juan will push the occlusion culling to version 4.1
This is basically a very simple chunk rendering system with visibility notifiers, also I implemented a basic LOD system, but I didn't create meshes to use it. Occlusion culling would be nice though.
Are you still working on a project? Looks so cool!
Are those shadows generated from the light source or "burned in"? Looks cool.
Hi, there aren't any baked lights in the scene. Everything is a realtime from light sources.
How do you make this world?
487 subs, lets see how many subs you have in a month, i bet more then 1000.
*time traveler detected*
@@ThatControlUser LOL, i was right, POGGERS
where is the plugin link?
hi! whats your polycount in that scene?
btw, nice work.
Hi this a tricky question. It depends on the player location, because of biome chunk rendering. At some places it's around 5 million at other its above 10. That's a lot, but there are no LOD meshes in use. So it could go much lower. Also I could decrease the view distance. This is a vertices count, which in Godot I think is counted for each render pass. So, without shadows etc, it should be a quarter of that in reality (the vertices count you would see in blender).
@@wojtek_pe 5-10 MIL ! o__o thats alot
@@smokinZOMBi Yes, but in reality it's more like 2-4 as I said before. But vertices are kinda cheap this days. Fragment shaders are a lot worse, especially with transparency. I will probably optimize it in near future. Right know it's still usable, so I want to focus on other things :)
@@wojtek_pe are u optimist about the future of godot ? or its gonna be forgotten once a better one comes around !
@@smokinZOMBi It's not an easy task to create a fully featured 3d game engine so I doubt that popularity of Godot would fall because of some new competitor. Godot is getting better with each release. I think that with 4.0 it will be a strong opponent for Unity in 3D. Maybe still not UE quality, but close enough. It's amazing work of an open source community!
What are the system requirement for this game? Do you have an idea?
6 disslike rockstar,ubisoft,bethesda,konami,square enix,ea games 😅
came here to say that there is another from Activision lmao
Also can you make a discord server?
Hi, I will think about it, but it's probably too early for that :)
@@wojtek_pe hmu when ya get one! keep up your work, im doing somethin similair atm
How did u do the grass?
Hi, for grass in this video I used custom script to place batches of multimeshes but in the end it wasn't really worth it. Later on I switched to Zylann's grass in Heightmap plugin. As for shader is mostly the same as in my tutorial ua-cam.com/video/0bgw7crtOcQ/v-deo.html
@@wojtek_pe thank you :)
2:01 wut
Ogólnie spoko, ale strasznie ci głos drży - nie wiem czy miałeś już mutacje czy nie, ale ciągle daje się słyszeć drżenie/charczenie i trochę to irytujące. Popracuj trochę nad pewnością siebie w głosie i będzie git :) ewentualnie wrzuć jakiś podkład muzyczny który to zamaskuje ;)
Dzięki, dawno nie dostałem takiego komplementu :) Obecnie nagrywałem to za pomocą telefonu, to drżenie może trochę też i z tego wynikać. Spróbuje coś z tym zrobić.
I like you project, it looks amazing!
I am in between career paths, on way becoming a 3d artist. I would like to work on your project, are you interested in collaboration?
C# or GD script?
Only GD script and shaders
@@wojtek_pe Great job! Keep on going!
ur level designs are beautiful but playable character in not
I want to make my game with this type graphics. Its neither low poly nor hyper realistic. What is this called?
Stylised
This is awesome. If you ever want to cerate minecraft style games, try out Adventur Box. www.adventurebox.com/maker