- 17
- 116 081
PiCode
Saudi Arabia
เข้าร่วมเมื่อ 12 มิ.ย. 2022
Godot 3D tutorials and projects.
Vertex-lighting Finally Possible in Godot 4
Godot 3.x have vertex lighting. But godot 4 doesn't, until now!
But what is vertex-lighting is use for?
The godot 4 version that added vertex-lighting:
godotengine.org/article/dev-snapshot-godot-4-4-dev-3/
Music: Marimba Chill by Jimena Contreras
But what is vertex-lighting is use for?
The godot 4 version that added vertex-lighting:
godotengine.org/article/dev-snapshot-godot-4-4-dev-3/
Music: Marimba Chill by Jimena Contreras
มุมมอง: 2 737
วีดีโอ
Should You Use CSG to Make Levels? (Godot 4)
มุมมอง 6K2 หลายเดือนก่อน
What is CSG in Godot? Should you use is for making level? How's the performance? Resources: - The post taking about performance: www.reddit.com/r/godot/comments/n09m8k/csg_for_level_building_in_godot_40/ - The game that was shown at the start of the video: picode.itch.io/the-scalling-doors - Cool prototype textures: github.com/PiCode9560/Godot-Prototype-Texture Music: "Robobozo", "Limit 70", "F...
Active Ragdoll in Godot 4
มุมมอง 7K5 หลายเดือนก่อน
A long time ago, I made an active ragdoll tutorial. But it's for godot 3. Now I'm going to remake it in godot 4. Active ragdoll project file: github.com/PiCode9560/Godot-4-Active-ragdoll Prototype texture: github.com/PiCode9560/Godot-Prototype-Texture Music credit: "Envision", "Marty Gots a Plan", "Beauty Flow", "Sneaky Snitch", "Robobozo", "Reign Supreme", "On the Ground", "Bleeping Demo" Kevi...
Godot FINALLY Got Better Softbody
มุมมอง 20K5 หลายเดือนก่อน
Godot's softbody is terrible. But, earlier this week, Godot Jolt just got an update, and it got softbody. Let's see how much better it is compared to godot physics. Godot Jolt physics: github.com/godot-jolt/godot-jolt Godot Jolt version with softbody: github.com/godot-jolt/godot-jolt/releases/tag/v0.13.0-beta1 Prototype texture: github.com/PiCode9560/Godot-Prototype-Texture Music credit: "Envis...
Easy Ways to Add Airplane Aerodynamics (Godot 4)
มุมมอง 5K9 หลายเดือนก่อน
You want to make a realistic airplane game, but you don't know how to. This 2 Godot 4 add-ons allow you to easily make realistic airplanes. The first add-on: github.com/fbcosentino/godot-simplified-flightsim The second add-on: github.com/addmix/godot_aerodynamic_physics Credits: Musics: incompetech.com Airplane 3d model: sketchfab.com/3d-models/cesna-airplane-bf956936e9ed4903aab237ccf8b2aa6e 0:...
4 Reasons Why You Should Use Jolt Physics (Godot 4)
มุมมอง 31Kปีที่แล้ว
Godot 3 has 2 physics engines to choose from, bullet and godotphysics. But, in godot 4 they remove bullet. Now we only have the terrible godotphysics. but there is an alternative. A third-party physics engine called jolt. but is jolt physics better than godotphysics? Godot Jolt physics: github.com/godot-jolt/godot-jolt Music credit: "Envision", "Beauty Flow", "Reign Supreme" Kevin MacLeod (inco...
Using Softbody Properly (Godot 3 & 4)
มุมมอง 13Kปีที่แล้ว
A tutorial on how to improve your godot softbody and make it more stable. Music: "Marty Gots a Plan" , "On the Ground" By Kevin MacLeod (incompetech.com) and "Sneaky Snooper" By Audionautix (audionautix.com)
Concave Mesh Slicing in Godot 4
มุมมอง 15Kปีที่แล้ว
How to slice concave meshes in Godot 4. This doesn't work with Godot 3. Github link: github.com/PiCode9560/Godot-4-Concave-Mesh-Slicer Music: "Itty Bitty 8 Bit", "Bossa Antigua" and "Robobozo" By Kevin MacLeod (incompetech.com)
Godot 3 Active Ragdoll (Tutorial)
มุมมอง 13Kปีที่แล้ว
Turn your Godot ragdoll into Human Fall Flat style active ragdoll. SUBSCRIBE! This Godot version: 3.4.3 The project file: github.com/PiCode9560/Godot-Active-Ragdoll-Example/tree/main Music: "Miami Viceroy", "Robobozo", "Sneaky Snitch" Kevin MacLeod (incompetech.com)
I Tried to Make a (Good) Game in 15 Minutes...
มุมมอง 313ปีที่แล้ว
I tried to make a game in 15 minutes using Godot. All the codes that are in this game are written from scratch and I didn't paste it from somewhere. There are some parts in the video that looked like I pasted it, but that is just video editing magic. Musics: "March of the Spoons", "Miami Viceroy" Kevin MacLeod (incompetech.com)
Godot Active Ragdoll
มุมมอง 2.7Kปีที่แล้ว
An active ragdoll that I made for my game. Music: "Stealth Groover" Kevin MacLeod (incompetech.com)
Making a Simple Game for a 10 Days Game Jam and Won a Top 30+ | Vimjam3
มุมมอง 1512 ปีที่แล้ว
This simple game is made under 6 days for the vimjam3 game jam and the ranking is higher than 30th! 🏆🎮 LIKE THE VIDEO! SUBSCRIBE! Music Credit: "Bossa Antigua" Kevin MacLeod (incompetech.com)
STEVE FOUND FLYING BESIDE PASSENGER PLANE
มุมมอง 1392 ปีที่แล้ว
MINECRAFT STEVE FOUND FLYING BESIDE PASSENGER PLANE!! THIS IS NOT REAL, OK! Made using blender! Subscribe or Steve will slap you! Plane clip credit: www.pexels.com/video/view-of-an-passenger-of-an-airplane-9189414/
I Made a Game That Has a Simple Programming System
มุมมอง 1552 ปีที่แล้ว
So I joined the Wowie Jam 4.0 a couple of days ago, and I made this game because why not. The game: picode.itch.io/wireful Music: "Backbay Lounge" Kevin MacLeod (incompetech.com) (ʘ ͜ ʘ)
Making a Game Under 50 Hours | GMTK Game Jam 2022
มุมมอง 892 ปีที่แล้ว
Making a Game Under 50 Hours | GMTK Game Jam 2022
Why prototype, with csg meshes? Why not just do boolean operators in blender and bring it in? I am assuming the prototype won't be in the main project. It's a waste of time. Either use csg meshes in what you want to make, or don't. If it's not animated, there is no reason to even use this in Godot. Sure there is a method for importing, even an animated geometry node mesh from Blender; but your mesh file will be so large, it'd take 5x (or more) longer to load w/e scene you put it in. Also if you consider csg meshes only for prototyping, what are you going to do for a final mesh? Do you intend on reinventing the wheel? Heaven forbid you need them animated.
Doing it in godot made it easier to test the level and edit it. Just use it to design the level. Then import it into blender to use as a base for creating its visual.
No matter what parameters I try the sphere either explodes or collapses and gets all messed up. Also the mesh seems to always have a hole in it from the very start. It's looks like it's ripped at a seam in two halves.
I use a custom sphere that I made from blender to get rid of that hole.
@@_PiCode Aahhhhh... I will try that!
Mostly what it does is make your animation look shit.
*CLICK SOUNDS*
I've understand the reason, but I much prefer traditional method like Cyclops Level Builder. Adding a texture material to each individual faces, instead of whole set.
I found these by accident when trying to figure out 3d levels, and just thought the idea was to use them for blocking out anyway
Such a great tutorial, doing God's work! How can I make new animations? What would be the best way? I am trying to add gestures + boxing
You can just type 4 line of code and add it your self whats wrong with you pepole
And you're obviously far too smart to post the four simple lines of code here.
@@CrispyGFX Multiply Normal's with light direction you want void vertex(){ vec3 LightCalc = NORMAL * LightDirection; LightInfo = LightCalc.x + LightCalc.y + LightCalc.z; } if you want to normals react your object rotation Add render_mode world_vertex_coords Also if you want to chose Shadow and Light Color void fragment(){ vec3 AlbedoColor = mix(ShadowColor.rgb,LightColor.rgb,LightInfo); } by the way since you are making lighting your self right now add unshaded as render mode and remember this lighting example have infinite distance so it acts like sun light if you want to make lighting like in this video you also need to add position data to calculation
thank god
This is not for 2D physics, right? Or does Jolt support that?
Probably just 3D
how did you put both physics engines together 🤯
I record the jolt physics and play the clip as a background of the godot physics.
Kinda funny because the team stated they wanted a more performant physics engine than Bullet. I guess Jolt is the answer...
Please teach how to make a skill system that changes according to its "element", like a Devil Fruit from One Piece that changes its skill according to its fruit, because I'm recreating the Blox Fruits. 😊😊 For example, if you press the "z", "v", "c" and "x" keys on the keyboard with a certain "fruit" they are skills and when you "eat another fruit" these skills change, teach me please😊😊
first ,start from basic.
amazing. what about mass bans on github?
I'm sure they were all valuable contributors and not just dummy accounts created to troll after they got their snowflake fee-fees hurt over on Twitter.
@@MoogieSRO Also, it was 5 accounts doing the trolling. 5 bans is not "mass bans".
Just do your lighting calculations on the vertex shader instead of the fragment shader. You will get a (small) performance boost, since the average mesh has fewer vertices than the fragments it's drawn over.
yeah isn't that the old school way of doing light? like when they also did vertex colors
@@PASTRAMIKick Yep. Gouraud (pronounced "go-ro") shading calculates lighting per-vertex and then interpolates the colors across each face. Phong shading calculates *normals* per vertex, interpolates those, and then calculates lighting per-fragment. It generally looks much, much better, but also requires more computational overhead, and a programmable shader pipeline (I believe Gouraud shading was the standard on fixed-function hardware.)
Is there a real performance difference? This could be super useful as a LOD technique if it does.
Idk, I didn't test. But in the article it said "to optimize performance on older and lower-end devices", sounds like there is a big difference.
there is a huge difference, pixel lighting calculates light on every fragment, compare that to low poly models which have at best 1000~ vertices, yeah it makes a difference. you just need to know when to use it
Good video, I was going to start using CSGs but didn't know what the performance cost was.
Why? This is like going back to living in the caves.
Better Performance, maybe just use it on things that you will not see often, like background objects. Or, making PS1 style games.
Perfect for retro style games like PS1, N64, you don't need to fake it and runs better, especially on old hardware.
per vertex lighting could be very useful to create some low level effects to use in other things
If you can do per-pixel lightning, you can simulate vertex-lightning by doing simple interpolation in your pixel shader. It's not slower with modern hardware as all GPU now work at pixel level.
Yea, but sometimes you really need to squeeze out every drop of performance for lower end devices, especially mobiles.
What you'd be doing is just for aesthetic, this is actually performance related.
@GoblinArmyInYourWalls I doubt seeing any performance impact on actual hardware, waiting for a benchmark to measure the real impact
@@Shenron666My laptop is straight ass and outdated, vertex lighting does make a difference in this case. You are not gonna be making these kinds of optimizations for the latest hardware anyways.
inferior engine
Because of... What?
compared to unreal yeah
because of godot foundation? use a fork then, because of your thinking? no. just ignore godot foundation and their mess.
@@killuad0 I hear what you are saying, and I would agree for projects being developed under non professional circumstances. But the foundation has seen it fit to ruthlessly ban anyone who has committed or is associated with the "wrong think" from accessing the projects GitHub page. This situation is a nightmare for any organization, company, or multi-developer project using the Godot Engine. I really want to see Godot succeed because of my passion for LibreWare, but the foundations temper tantrum has made using their engine professionally an uneasy choice for many. It really is an inferior engine for a lot of people because of this, and that disappoints me greatly.
It's good for ordinary games. It also comes with a decent save system and okay graphics and is open source. But I need to make mine…
Godot 4.4 is Already Out???
Nah, It's just a snapshot.
@@_PiCode bruh
Okay but likeeee I still use godot 3
Incredible man, just what i need now.
how would i do this in 2d?
Good to know about the performance not being too much of a hit and that you can make hollow blocks... The problem I run into with CSG blocks is editing the UVs becomes a pain as it's only really designed to block out your level and lacks more advanced futures of a level editor, which is why I use Cyclops instead, but every once in a while the Cyclops blocks fail to create proper collision geometry, so I end up using CSG blocks as glue.
Wow... crazy... I'm trying to figure out how to make realistic boat mechanics and here someone created add-ons that make adding airplanes to a game easier then adding a buoyancy system. Gotta love open source!
Hey! Can someone maybe help me: I have followed every step of the tutorial but somehow when I rotate the arms with the Left or RightArmControl it does not rotate in none of the directions. What could be the problem in here? The joints below are attached to the bones and there is no rotation limit on the bones as well.
Are you using godot 4 instead of 3? This tutorial only worked on godot 3, because Generic6DOFjoints springs doesn't work in godot 4. To fixed it, you have to either use jolt physics or use this updated system that worked in godot 4: th-cam.com/video/VRXHzTUe1-Y/w-d-xo.htmlsi=SrBr8yiJ9g7skEOe
@@_PiCode yeah, that’s the problem! Thank you very much!!:)
@@_PiCode by the way did it work for you in jolt physics in godot 4.3? because I was using that, and the springs themselves work, but the problem remained that I cannot rotate the arms with the controls. The only difference is that I use node3D instead of Spacial that you used in godot 3, can that be the problem?
@@bordacsbalazs6014 That's probably not the problem. But idk why its not working.
@@_PiCode okay, thank you!:)