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AntzGames
เข้าร่วมเมื่อ 4 เม.ย. 2009
Hello, I create games for fun. This channel is about my journey.
My RetroFusion Game Jam entry: Skeletron 2084
A reimagined - 3D - fan made - remake of the classic:
Robotron 2084
Copyright 1982 Williams Electronics Inc.
Designed by Vid Kidz: Eugene Jarvis and Larry DeMar
* Art *
3D Models: Kaykit Adventure and Skeleton packs - CC0
Floor tile: Kenney Prototype Textures - CC0
Mage Bullet: Kenney's Particle Pack - CC0
Enemy Projectile: 750 Effect and FX Pixel All by Dragon Nguyen - CC BY-NC 4.0
Font: Robotron 2084 by Patrick H. Lauke - CC0
Font: Rheiborn Sans by Bartosz Wesolek - CC0
* Sound Effects *
Robotron 2084 Sound effects sampled from: Arcade Game: Robotron 2084 (1982 Williams) by Old Classic Retro Gaming at: th-cam.com/video/l800GL6NQPY/w-d-xo.html
Also generated from: spacejack.github.io/williams-sound/
GUI sounds: freesound.com
* Music *
Welcome To Turbo Rallye Clicker 4000 Nitro Futur Edition by Monplaisir - CC0
* Game Engine *
Developed with Godot 4.3
Play Skeletron 2084 on your browser: antzgames.itch.io/skeletron2084
RetroFusion Game Jam: itch.io/jam/-retrofusion-jam-
#godot #godot4 #3dgames #retrogaming #robotron
Robotron 2084
Copyright 1982 Williams Electronics Inc.
Designed by Vid Kidz: Eugene Jarvis and Larry DeMar
* Art *
3D Models: Kaykit Adventure and Skeleton packs - CC0
Floor tile: Kenney Prototype Textures - CC0
Mage Bullet: Kenney's Particle Pack - CC0
Enemy Projectile: 750 Effect and FX Pixel All by Dragon Nguyen - CC BY-NC 4.0
Font: Robotron 2084 by Patrick H. Lauke - CC0
Font: Rheiborn Sans by Bartosz Wesolek - CC0
* Sound Effects *
Robotron 2084 Sound effects sampled from: Arcade Game: Robotron 2084 (1982 Williams) by Old Classic Retro Gaming at: th-cam.com/video/l800GL6NQPY/w-d-xo.html
Also generated from: spacejack.github.io/williams-sound/
GUI sounds: freesound.com
* Music *
Welcome To Turbo Rallye Clicker 4000 Nitro Futur Edition by Monplaisir - CC0
* Game Engine *
Developed with Godot 4.3
Play Skeletron 2084 on your browser: antzgames.itch.io/skeletron2084
RetroFusion Game Jam: itch.io/jam/-retrofusion-jam-
#godot #godot4 #3dgames #retrogaming #robotron
มุมมอง: 34
วีดีโอ
Godot vs. libGDX: Surprising results!
มุมมอง 72814 วันที่ผ่านมา
I migrated a game I made during a libGDX game jam to Godot Kotlin/JVM and found that it runs 40% faster on Godot. Godot Kotlin/JVM allows you to use the Java programming language to build games in Godot. Both versions are all written in Java. Godot Kotlin/JVM v4.3: godot-kotl.in/en/stable/ vs. libGDX 1.12.1: libgdx.com/ You can play the libGDX version of the game on your browser here: antzgames...
Godot 4.3: Vertex Animations: Part 2
มุมมอง 20121 วันที่ผ่านมา
Here are the new features: - Can support many animations (up to 8192 frames). - Ability to set a unique animation track per instance. - Can assign a unique tint color per instance. - A free unused float value for future functionality. - Press F3 for debug menu and FPS counter This video demonstrates how to animate a 3D mesh using vertex data generated by the Not Unreal Tools - Vertex Animation ...
Godot's GridMap in libGDX
มุมมอง 45321 วันที่ผ่านมา
I have created a solution that takes a 3D GridMap from Godot and uses it in libGDX. Play Demo in your browser: antzgames.itch.io/libgdx-gridmap WARNING: At 5:30, I meant to be talking about SHADOW ACNE, but kept on saying BIAS instead of ACNE. My apologies. This is what happens when you only capture one video take. I will try to do better in the future videos. #libgdx #godot4 #godot #java #3dgames
Using Java with Godot: Part 2
มุมมอง 33321 วันที่ผ่านมา
How to install Godot Kotlin/JVM - This is the second video of the series showing how easy it is to use Java with Godot. If you cannot build inside of Godot, it means you have not installed a Java Development Kit (JDK) correctly on your system, which is outside the scope of this video. However, you can still build from IntelliJ given you have done that correctly too. Godot Kotlin/JVM: godot-kotl...
Godot 4.3: Vertex Animation Instancing Tutorial
มุมมอง 84928 วันที่ผ่านมา
I have updated the original Godot 3.3 vertex animation demo project to Godot 4.3. This video demonstrates how to animate a 3D mesh using vertex data generated by the Not Unreal Tools - Vertex Animation Blender add-on, with a vertex shader inside Godot 4.3 Engine. You can follow the instructions on my GitHub repo at: github.com/antzGames/Godot-4.3-Vertex-Animation-Instancing-Demo Unreal Tools fo...
Using Java with Godot: Part 1
มุมมอง 750หลายเดือนก่อน
Convert libGDX's 'A Simple Game' to Godot using Java. - This is the first video of the series showing how easy it is to use Java with Godot. libGDX Java code: libgdx.com/wiki/start/a-simple-game Godot Kotlin/JVM: godot-kotl.in/en/stable/ GitHub repo coming soon! Using Java with Godot - Series Part 1 - A Simple Game: th-cam.com/video/nfHEem9BGhM/w-d-xo.html Part 2 - Installing Godot Kotlin/JVM: ...
Godot 4.3 Performance: Part 2 - Compare C++, C#, Java, GDScript
มุมมอง 2.1Kหลายเดือนก่อน
This video shows the relative performance of an algorithm to find all the prime numbers between 0 and 20 million. C , C#, Java, and GDScript benchmarks are compared using Godot 4.3 stable. Previous video (unlisted): th-cam.com/video/qDXomV7Ojko/w-d-xo.html My Hardware: CPU: Ryzen 5 5500 GPU: RTX 3050 8GB (original) Monitor Resolution: 3840 x 2160 (4K @ 60 Hz) RAM: 32 GB OS: Windows 11 Godot: 4....
Godot Ocean Waves
มุมมอง 11Kหลายเดือนก่อน
An open ocean rendering experiment in the Godot Engine utilizing the inverse Fourier transform of directional ocean-wave spectra for wave generation. A concise set of parameters is exposed, allowing for scriptable, real-time modification of wave properties to emulate a wide-variety of ocean-wave environments. github.com/2Retr0/GodotOceanWaves/ My hardware: CPU: Ryzen 5 5500 GPU: RTX 3050 8GB (o...
Godot: Smash the Mesh!
มุมมอง 1.1Kหลายเดือนก่อน
Smash The Mesh (STM) is a Godot add-on that allows you to break a 3D mesh into multiple pieces and then apply physics to each fragment. It also offers the ability to save the results to disk (cache) and load them quickly, thereby avoiding the need for repetitive, often time-consuming computations. github.com/cloudofoz/godot-smashthemesh docs.godotengine.org/en/stable/tutorials/3d/csg_tools.html...
Why you should not use libGDX for 3D games - Part 9: Alternatives
มุมมอง 259หลายเดือนก่อน
Part 9: Alternatives Here are two game engine alternatives that you can use Java for 3D games: JMonkey Engine: jmonkeyengine.org/ Godot Kotlin/JVM: godot-kotl.in/en/stable/ More videos on Kotlin/Java with Godot: th-cam.com/video/oiuECV23lP0/w-d-xo.html th-cam.com/video/9AjNzFbTFVo/w-d-xo.html Playlist Series: Part 1: Tier list of libGDX supported platforms: th-cam.com/video/r9HnEGHbIQQ/w-d-xo.h...
Godot 3D TPS Game: Using Kotlin or Java!
มุมมอง 591หลายเดือนก่อน
Use Java or Kotlin to build your 3D games with Godot 4! Game is from the GDQuest 3D TPS Demo written in GDScript: github.com/gdquest-demos/godot-4-3d-third-person-controller The same game using Kotlin is here: github.com/utopia-rise/godot-kotlin-3d-demo Then head over to: Godot Kotlin/JVM: godot-kotl.in/en/stable/ and download their modified Godot editor. My hardware: CPU: Ryzen 5 5500 GPU: RTX...
Yes, you can use Java or Kotlin with Godot!
มุมมอง 697หลายเดือนก่อน
Use Java or Kotlin to build games with Godot 4.2.2 And it performs at nearly the same speed as C My hardware: CPU: Ryzen 5 5500 GPU: RTX 3050 8GB (original) Monitor Resolution: 3840 x 2160 (4K @ 60 Hz) RAM: 32 GB OS: Windows 11 See a 3D FPS game running using Kotlin here: th-cam.com/video/9AjNzFbTFVo/w-d-xo.html Godot Kotlin/JVM: godot-kotl.in/en/stable/ More comprehensive performance metrics: ...
Why you should not use libGDX for 3D games - Part 8: The Future
มุมมอง 142หลายเดือนก่อน
Part 8: The Future The most important reason why you should not use libGDX for your 3D games is in this video. A must watch! Playlist Series: Part 1: Tier list of libGDX supported platforms: th-cam.com/video/r9HnEGHbIQQ/w-d-xo.html Part 2: Red Flags: th-cam.com/video/dtrjyWrVKo8/w-d-xo.html Part 3: Jigsaw Puzzle: th-cam.com/video/T9RbE1DdpXc/w-d-xo.html Part 4: Web Performance Disaster: th-cam....
Why you should not use libGDX for 3D games - Part 7: Feedback
มุมมอง 2002 หลายเดือนก่อน
Part 7: Feedback Some recent positive and negative feedback that I received from various sources about this video series. Playlist Series: Part 1: Tier list of libGDX supported platforms: th-cam.com/video/r9HnEGHbIQQ/w-d-xo.html Part 2: Red Flags: th-cam.com/video/dtrjyWrVKo8/w-d-xo.html Part 3: Jigsaw Puzzle: th-cam.com/video/T9RbE1DdpXc/w-d-xo.html Part 4: Web Performance Disaster: th-cam.com...
Godot 2024 showreal submission video: RoBB 3D
มุมมอง 1082 หลายเดือนก่อน
Godot 2024 showreal submission video: RoBB 3D
Why you should not use libGDX for 3D games - Part 6: Excuses
มุมมอง 1392 หลายเดือนก่อน
Why you should not use libGDX for 3D games - Part 6: Excuses
Why you should not use libGDX for 3D games - Part 5: GWT Dumpster Fire
มุมมอง 1402 หลายเดือนก่อน
Why you should not use libGDX for 3D games - Part 5: GWT Dumpster Fire
Why you should not use libGDX for 3D games - Part 4: Web Performance Disaster
มุมมอง 1943 หลายเดือนก่อน
Why you should not use libGDX for 3D games - Part 4: Web Performance Disaster
Godot GLES3 vs. libGDX - FINAL GAME - side by side comparison
มุมมอง 1.1K3 หลายเดือนก่อน
Godot GLES3 vs. libGDX - FINAL GAME - side by side comparison
Why you should not use libGDX for 3D games - Part 3: Jigsaw Puzzle
มุมมอง 2003 หลายเดือนก่อน
Why you should not use libGDX for 3D games - Part 3: Jigsaw Puzzle
Why you should not use libGDX for 3D games - Part 2: Red Flags
มุมมอง 4163 หลายเดือนก่อน
Why you should not use libGDX for 3D games - Part 2: Red Flags
Why you should not use libGDX for 3D games - Part 1: Tier list
มุมมอง 3793 หลายเดือนก่อน
Why you should not use libGDX for 3D games - Part 1: Tier list
Godot 3D: Adding controllers, gamepads, and joysticks support was so easy
มุมมอง 1043 หลายเดือนก่อน
Godot 3D: Adding controllers, gamepads, and joysticks support was so easy
Raid on Bungeling Bay 3D: Godot development complete
มุมมอง 2424 หลายเดือนก่อน
Raid on Bungeling Bay 3D: Godot development complete
Godot 3D: Explosions with Particles Effects
มุมมอง 1254 หลายเดือนก่อน
Godot 3D: Explosions with Particles Effects
so do i understand correctly? the shader can only play up to two tracks and the frames are limited to 40 frames per animation, or do they need to be exactly 40 frames and u cant like do less or more?
The current shader on GitHub allows any number of animations, but ALL of them need to be 40 frames each. The total number of frames for all tracks is limited to 8192 but that should never be an issue. ******** In my recent game jam, I can now support any number of animations, each with a different number of frames. I will make a PART 3 and update the GitHub repository with this updated shader. Here is recent game jam: th-cam.com/video/zTJlpS3jQCc/w-d-xo.html
thank you for discovering this! such an amazing game changer!!! especially since godot really struggles with skeletal animations. Btw how do you export multiple different animations? u did 2 animations in one file
There is also a PART 2 video: th-cam.com/video/XBm6MkOaN-A/w-d-xo.html and also I did a game JAM using this technique at: th-cam.com/video/zTJlpS3jQCc/w-d-xo.html
Looks cool, can this be used on Android without overhead ? As in, using the VM provided by the system ?
For all desktop platforms an embedded JRE needs to be included. For Android and iOS no embedded JRE is needed. See the Android export section at: godot-kotl.in/en/stable/user-guide/exporting/ for more information.
Hi, I follow your videos on TH-cam and I am interested in game development, how can I learn libGDX, there are not many resources and the videos are all old and about 10 years ago, you as a professional What is the best way to learn it?
I was scrambling to get this jam finished so the video quality is bad. You can barely hear my voice. I may redo this video later this weekend as I still have to clean up some stuff in my game.
brother i am targeting android (which one seems optimal) like do a test for that. I am comfortable with all the languages.
😂 Godot realistic ocean 🌊 before #GTA6
Yoooooooooo! This is amazing!
Hey there. Thanks for the tool, it will come in handy. I was just wondering if you are going to share its source code as well. I couldn't find it on your GitHub account.
Interesting video. Though as you said 80% of Godot app was written in Java. Doesn't seem fair to compare these solutions when they are not fully in the same language
Its all written in Java, and 80% of it is the original Java code is from the libGDX game. The remaining 20%, is mostly the math classes, and the rendering framework that had to change. I should have been more clear in the video.
@@AntzGames Oh I see. Thanks for clarifying
Thanks for the info. Can you please share the source code for the libgdx version of the game ? I'm looking for a simple example of how to make a 3D game in LibGDX. Thanks in advance.
I made this simple game during a 1 week game jam, so it is not pretty, and therefore its not ready to release to the public. Use this tutorial (includes source code) if you want to learn how to do 3D with libGDX: monstroussoftware.github.io/2023/11/01/Tutorial-3D-step1.html
Multithreading is way easier to implement in C# than all of those other languages because you can just use Task.Run() with async and await and then the TaskScheduler does all of the thread management for you automatically. To me that's way more important than how fast I can calculate prime numbers. Also. I dont know why C# cant be compiled to WASM in GODOT but it certainly can run in the browser when using other C# enabled platforms like UNO Platform and Unity so maybe they just havent got around to implementing it yet.
I like the C# option a lot, but it cannot do HTML builds which is a show stopper for me. If and when C# can produce HTML builds on Godot 4, I am going to switch to C# in an instant.
Yeah and for your use case that is correct. But who knows what use use case other people can have.
Are you Review or comparison with godot, jmonkey??
Show the comparison on low-level hardware. Many different PCs would be even better. Testing just ONE system is pointless.
Pointless? They did all that work, and their results are pointless? Don't be so mean, please. More testing is already on the way.
I have a 2018 Linux HP laptop and a very old 2014 Mac Mini that I test on so I can cover all 3 desktop platforms. From experience the worse the hardware, the more the difference in FPS.
There are going to be many libGDX users that will be very threatened by these results. I expect some backlash, so no need to defend me.
@@AntzGames Only testing can tell. Not FPS but FPS difference between Godot and libGDX
If you watch the video the bottom line says the FPS difference between Godot and libGDX. Godot is 40% faster than libGDX in this instance based game on Windows. I also forgot that the libGDX version does not work on the Mac, so there goes 1 platform.
hmmm i will try it in redot too
Or you do map editor on a bmp file like me 😂 1 pixel 3 objects out of 255, 0 is reserved for null empties
My word, that water is absolutely beautiful.
I have tried using Godot with Kotlin/JVM before, but it frequently throws errors during the build. The issue seems to be related to references to synthetic Java properties, which are inside a generated Kotlin file. I was using Java, so I'm not sure if this is a problem with my setup or if it's a common issue with godot jvm.
I would join the Godot Kotlin JVM discord server. The community is very helpful and should be able to help you.
WARNING: At 5:30, I meant to be talking about SHADOW ACNE, but kept on saying BIAS instead of ACNE. My apologies. This is what happens when you only capture one video take. I will try to do better in the future videos.
Thanks for sharing 😀👍 greetings from Colombia.
gdscrip needs more work i do know it was written in C# or ++ its so bad optimize construct 2 visual scrip auto export as an XML when you save theme as files
gdscript runs a lot better if you use static typing, still a lot slower than the others but it's a big improvement
@@AshliBlattgold yeah i know about the static scrip
Amazing! Thank you for posting this. Some notes for who wants to use this: - You have to use blender 3, there is a version of the not unreal tools for blender 4, but it doesn't export normals.png nor offsets.exr for some reason. - There is a limit of 8,192 vertices, make sure your model doesn't exceed that. Otherwise, the "Process Anim Meshes" button will give you an error. - If the "Process Anim Meshes" button is grayed out even if the objects are selected, try to save the project .blend file and export the model as .obj first, then reselect the objects and it will work.
You are all correct: - Yes the blender plugin repo says the plugin has only been tested on 2.8/2.9 but did work on 3.3. - Yes the 8192 vertices limit is set because not all GPUs can handle images bigger than this size. - I havent tried but this limit is set the the plugin which is Python file, so you can change it, but I havent tested it. I am, glad you tested my repo out.
This looks great but do the waves react to objects like ships passing through then?
So cool!!
When do you think the tutorial on the setup is out? :)
I created a quick tutorial for you: th-cam.com/video/9xf1ML_Khbo/w-d-xo.html
just ignore whats going on on social media and let it move on
These waves do not look inclusive enough.
It would be really helpful for me if I didn't find math the most boring subject ever. I try to learn advanced stuff and it's about as exciting as watching wet paint dry.
What are the waves' pronouns?
Godot 💀
Hey this is a nice find! It integrated shockingly easily into my project! Hopefully it doesn't cost me TOO much in performance, cuz the effect is very nice, though I'm having a bit of trouble with it and Godot Jolt physics. EDIT: Turns out the issue was easily solved with a call_deferred call, as I was simply accessing the physics object the same frame it ws created, causing my woes.
It looks amazing and I can't believe it's godot lol
3 frames per second 😢
This project uses compute shaders (which uses the GPU) and needs a relatively modern GPU. Try changing some of the settings at the top like wave resolution and mesh quality.
I so regret not paying attention to mathematics in school... Now I have to learn everything again lmao
2Retr0, the creator of this project did a good job documenting the techniques and listing the references. Have fun!
I blame school system. Imagine having mathematics tied to game engines in class. Would have worked for physics as well.
Thank you!
Another proof that the limit is imposed by the dev, not the engine.
Is it worth to make 2D games with libGDX now? People say java is dead and LibGdx is going to die, but i really like java
libGDX is perfectly fine for 2D. It is also strong for Android game development. See my first video of the series for more info: th-cam.com/video/r9HnEGHbIQQ/w-d-xo.html
The numbers of Java are pretty impressive. But I guess that makes sense when you compare an algorithm which only deals with numbers and you utilize an ArrayList. So there's very little interaction with the heap doing allocations and utilizing the garbage collector. I would imagine the more complex your application gets (using many classes, objects and relations) the more Java will fall off in terms of performance in comparison to C++. However implementing the same thing in C++ will cause much more headache (choosing between references, smart-pointers, applying rule of 5 and such).
In the context of Godot game development, a C++ call threw a GDExtension is not free, and there is an inherent cost to this. Therefore the more nodes that make C++ calls you have, the less a C++ solution performs, and the better GDScript performance gets relative to C++. The same for Java, the calls between the Godot engine and the JVM are not free.
@@AntzGames Very interesting. I have only used GDScript in Godot so far but wanted to develop a GDExtension in the future. I'll keep this in mind.
Very cool! Thanks for sharing
excellent.
But the thing one wants to see is how do calm waters with reflections look? How does a ship placed in those waters look? Can you mask out the interior of the ship, etc etc…
So there is already a request on GitHub to add some of the features you mentioned here: github.com/2Retr0/GodotOceanWaves/issues/3
amazing test!
You should not use libGDX for game develop
So I have close so 3 hours of content making my case that libGDX is not good for 3D games. Can you back your statement with some facts or experiences?
Release build in C# is always faster than Debug, godot particularly allow AOT compilations which makes C# closer to C++
So you lose access to Performance data in release builds, and I needed debug to see differences in the amount of memory being used, which also provided some interesting results. I would not focus on the actual numbers too much. C# performs well, and even if it performs closer to C++ with release builds, it still cannot be used in HTML builds. C++ is the clear choice if you want speed in your HTML builds.
@@AntzGames Yeah, for html5 sure, if at least there was an 3d engine with a high level language like C# that support html5, that would be nice.
I reran the all tests on release build: - C++ and Java had the same performance: 44ms and 54ms respectively - C# indeed improved: From 178ms to 68ms - GDScript improved: 4538ms to 3058ms
@@AntzGames Great, it looks like both C# and Java looking great, I wonder when is html for c# comming maybe in .net 9, There is also a Godot for Javascript/TypeScript but it's on 4.1version which is supposed to export to html.
@@everythingcouldbesimplify818 unity
The GH repo link is 404. Did you forget to make it public? :) I would love to try it with Zig bindings.
Indeed it was private. Set to public now. Thanks.
Thanks for thee comparisons.
std::array should be faster than a vector in C++ if you know your maximum size
Good to know. This algo needs to add values to the end of the array during the execution, and technically does not know the final size of the array, but does know the maximum possible size.
@@AntzGames yes, that’s what I meant, utilizing the knowledge of the maximum possible size (if it’s not a problem)
@@guillaumemagniadas2472 Technically you can also call reserve() of std::vector which allows reducing the amounts of allocations to only one and forcing it to the beginning of the algorithm. That way the only difference between std::vector and std::array should be whether you access memory in heap or stack. So I guess it depends on the OS whether that makes a reasonable impact.
another great way to create turbulent waves with godot is questionable community managers