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Crigz Vs Game Dev
United Kingdom
เข้าร่วมเมื่อ 30 ม.ค. 2021
I am a software developer by trade who's got a passion for indie games but the artistic talent of a can of baked beans. Follow me as I hack my way through dubious projects as I hope to improve my skill and make a game others actually enjoy.
Godot 4 Post Processing: 3D Pixel Art Shader
A tutorial on how to use custom post processing shaders in Godot 4.0 to create a 3d pixel art shader.
Link to GitHub repo:
github.com/CBerry22/3d-Pixel-Art-In-Godot-4
Resources used:
docs.godotengine.org/en/stable/tutorials/shaders/advanced_postprocessing.html#full-screen-quad
th-cam.com/video/LMqio9NsqmM/w-d-xo.html
th-cam.com/video/LRDpEnpWohM/w-d-xo.html
Temple model seen in video:
sketchfab.com/3d-models/temple-ruins-6b3eb4e27e03485a886ce5304e95f897
Village scene:
sketchfab.com/3d-models/low-poly-environment-2e18c1baa9164093ad2e99e0a904363a
Link to GitHub repo:
github.com/CBerry22/3d-Pixel-Art-In-Godot-4
Resources used:
docs.godotengine.org/en/stable/tutorials/shaders/advanced_postprocessing.html#full-screen-quad
th-cam.com/video/LMqio9NsqmM/w-d-xo.html
th-cam.com/video/LRDpEnpWohM/w-d-xo.html
Temple model seen in video:
sketchfab.com/3d-models/temple-ruins-6b3eb4e27e03485a886ce5304e95f897
Village scene:
sketchfab.com/3d-models/low-poly-environment-2e18c1baa9164093ad2e99e0a904363a
มุมมอง: 85 848
วีดีโอ
CS2's Responsive Smoke with Godot 4 In 5 Minutes
มุมมอง 104Kปีที่แล้ว
Here's how I implemented a similar mechanic to Counter-Strike 2's Responsive Fog in Godot 4 in 5 minutes. Resources: Github - github.com/CBerry22/Reactive-Smoke-in-Godot-4/tree/master Fog Blog - godotengine.org/article/fog-volumes-arrive-in-godot-4/ Cs2 Trailer - th-cam.com/video/kDDnvAr6gGI/w-d-xo.html Fog in Godot: th-cam.com/video/XBJOAK6kNw0/w-d-xo.html Volumetric Fog in Unity - th-cam.com/...
NEW Procedural Animation In Godot 4.0
มุมมอง 176Kปีที่แล้ว
With the removal of the SkeletonModification stack my old procedural animation video was outdated. I decided to do a new and improved implementation with what's currently available in Godot 4.0 Resources: * Spider Bot Model - drive.google.com/file/d/1j0qbkJf8iuz6682UUzhV1Y5RgjSXIdUS/view?usp=sharing * Github Project - github.com/CBerry22/Godot-4.0-Procedural-Animation * Plane Class - docs.godot...
Active Ragdoll / Physics Animations in Godot 4.0
มุมมอง 62Kปีที่แล้ว
This week I've been experimenting with implementing Active Ragdolls in the style of Unreal's Physical animations. Hope you like the results! Github: github.com/CBerry22/Active-Ragdoll Physics-Animations-in-Godot-4.0 Resources: docs.godotengine.org/en/stable/classes/class_physicalbone3d.html docs.godotengine.org/en/stable/classes/class_skeleton3d.html Socials: Twitch - www.twitch.tv/crigz Twitte...
How to make things float in Godot 4
มุมมอง 33Kปีที่แล้ว
In this video, learn how to apply a buoyancy force to rigidbody's that sync to vertex shaders. Github Project: github.com/CBerry22/Buoyancy-in-Godot-4 If you want to know how to make the water shader itself, check out this amazing video by @stayathomedev th-cam.com/video/7L6ZUYj1hs8/w-d-xo.html
Godot 4: Mesh Masks To See-through Other Objects
มุมมอง 13Kปีที่แล้ว
Here's a quick one for an technique I figured out while working on a buoyancy tutorial. The effect seemed useful enough to warrant it's own short video! Hope you find this useful!
Making the Leviathan Axe In less than 10 Minutes In Godot 4
มุมมอง 16K2 ปีที่แล้ว
Who doesn't love the Leviathan Axe from God of War? With the recent release of Ragnarok I wanted to have a go at recreating the throwing and recall abilities of the axe within Godot 4. Hope you enjoy the video! Resources: Axe Model: sketchfab.com/3d-models/leviathan-axe-64a07e5622514582998f7fe5986bf0f2 Code: github.com/CBerry22/Simple-GoW-Leviathan-Axe-In-Godot-4.0-Beta-5
Path Based Mesh Generation in Godot 4
มุมมอง 36K2 ปีที่แล้ว
I've been playing around with lofting in Godot, and quite liked the results! I Hope this video is useful to some. Version used: 4.0 Beta 3 Notes for 3.5: in Godot 3, sample_baked and sample_baked_up_vector are interpolate_baked & interpolate_baked_up_vector respectively. Resources: docs.godotengine.org/en/latest/classes/class_path3d.html docs.godotengine.org/en/latest/classes/class_curve3d.html...
3D Card Effect In Godot 4
มุมมอง 18K2 ปีที่แล้ว
Lately I've been playing a lot of Marvel Snap and decided to have a crack at a 3D card effect in Godot. Here's how I achieved the Pokemon example! I used Godot 4 in the video, but this will work in Godot 3 too. Github: github.com/CBerry22/Godot-4-3D-Card-Effect Resources: Pikachu: sketchfab.com/3d-models/pikachu-37c740f674cd4719a1d1d2970bbe8c30 Caterpie: sketchfab.com/3d-models/caterpie-10b5170...
WATER SIMULATION in Godot 4
มุมมอง 130K2 ปีที่แล้ว
4:14 Missing step: When you set up your water collision camera, add an environment to it and make the background clear color black: i.imgur.com/XGAnauQ.png Here's how I ported my water ripple simulation shader from Unity to Godot. Resources used: github.com/hecomi/UnityWaterSurface docs.unity3d.com/Manual/class-CustomRenderTexture.html docs.godotengine.org/en/stable/classes/class_viewporttextur...
Godot 4 Makes Multiplayer EASY!
มุมมอง 129K2 ปีที่แล้ว
Creating multiplayer games has never been easier! Godot 4 has made some changes and new additions that make it mega simple to prototype a multiplayer game. I built a quick project in 3 hours, here's what I learned! Resources: Replication: godotengine.org/article/multiplayer-changes-godot-4-0-report-4 RPC's: godotengine.org/article/multiplayer-changes-godot-4-0-report-2 Tank model: sketchfab.com...
How to use Compute Shaders in Godot 4
มุมมอง 22K2 ปีที่แล้ว
Here's a quick guide on how to set up Compute Shaders in Godot 4, using a practical example by converting the score calculation from my previous video, on Splatoon's ink gun, to be run as a compute shader. Scripts: Shader GLSL: pastebin.com/pbGGjrE8 Test Script: pastebin.com/92cvEagc Final Score Calculator: pastebin.com/wXCqk1nQ Resources: github.com/godotengine/godot-docs/issues/4834 docs.godo...
How to make SPLATOON In Godot 4
มุมมอง 21K2 ปีที่แล้ว
Here is how to make the Ink Gun from Splatoon in Godot 4. Scripts: UVPosition: pastebin.com/M6SyyCud SetupMesh: pastebin.com/SZYzgfju Brush: pastebin.com/YJns6a2T DrawViewport: pastebin.com/AQm9adaq PaintParticle: pastebin.com/UY9MUy2D PaintEmitter: pastebin.com/gfQKmNqM ScoreCalculator: pastebin.com/evYL6kGh Resources: alfredbaudisch.com/blog/gamedev/godot-engine/godot-engine-in-game-splat-map...
Procedural Animation In Godot 4!
มุมมอง 36K2 ปีที่แล้ว
Here is how I achieved Procedural Animation within Godot 4's beta. Update: As of 4.0 beta 13 the 3DSkeletonModificationStack is now gone. Here is an updated implementation for the 4.0 release that uses SkeletonIK3D: th-cam.com/video/G_seJ2Yg1GA/w-d-xo.html Here are the scripts used in the video: IK Target: pastebin.com/pP7pxmae Step Target: pastebin.com/ca1uvcf0 Entity Body: pastebin.com/MahgcYxx
Godot 4: 3D Pixel Art
มุมมอง 67K2 ปีที่แล้ว
Stylized 3D Pixel shader in Godot 4! Make a pixel art style game with all 3d graphics. Pixel Shader 1 code: pastebin.com/eX5quRrz Pixel Shader 1 code: pastebin.com/zDLWesjJ
Adding WATER SIMULATION to my first game
มุมมอง 3.7K4 ปีที่แล้ว
Adding WATER SIMULATION to my first game
Thanks for this video, it's a great starting point. However, I've had a significant amount of struggle regarding doing this with rotation only. For some reason the physical bones won't move in a way that resembles the original animation at all, rather the limbs just flail around in a seemingly random rotations that change as the character's orientation changes. It works normally with position modifying intact. All I did was remove the positional/linear aspects of the code and left the rotational elements. I want a character that continues pursuing an animation while being able to topple over by physics (Like a real life robot would). Do you have any insight that could help? Thanks.
Oh boy, i wish i understood a lot of that boilerplate. Thanks for this walktrough anyways!
Im so tired by trying the second method, i just dont understand how it works for you but not for me (its just 4x4 pixels visible in screen)
how do you modify the 3 method pixelation please?
CAN YOU EXPLAIN MANUAL SHADER HOW TO HOW TO GET ITT??????
please explain how to manual shader PLEASE P L E A S E
can you explain how to manual shader'????????????
HOW TO MANUAL SHADER?????!?!?!?!?!?!??!?
how i can script in shader? when i create it only shows the second method mode
I have a problem, i tried the shader method and all screen looks like 4x4 pixels, how i fix it? pls
Yo this is sick. Gonna try to utilize this in my own game somehow
I wonder why it worked perfectly for me, but when I changed character for another one - it renders completely black though other objects are fine as well as previous character model. I'd appreciate help since I have no technical knowledge to fix this. Thanks
@2:10 for anyone wondering if their track is not right, offset them by moving the points of their polygon. not the csgpolygon's position.
Everything my camera can see is godot texture pixeleted, not really what was expecting
Hey, i was wondering if you're still going to do the multiplayer tutorial
Wow what a great video!
Thank you very much for your work. I still have a question about how to pass sampler3D into the shader for sampling. It seems like onlything we need to do is convert multiple Image objects to Array<byte []>(each Image object is converted to byte []) and directly using "rd. TextureCreate (texFormat, new RDTextureView(), mapArray)" to create a 3D texture. The rest is consistent with the steps in your video. But the problem is that once I do this, the engine will error "Default supplied data for image format is of invalid length (16), should be (1)." although I already set fmt.Depth = 16 in code (I want to use a (16 * 16 * 16) 3D texture, but the editor tells me it's not possible) This is very bad :(
This seems great for session based games. What are the options for games that are MMO or MMO-lite and require a persistent connection outside of the game itself?
idk why but my guy just sort of floats away. I have no idea what i did wrong. I even tried copying your code but it didn't help.
I'm wondering if the new LookAtModifier3D would make this easier.
I have an issue where this also removes the outlines of objects. Anyone have any idea how to fix that?
Nvm, i fixed it. If you make the render priority higher on the outline shader it works.
3kliksphilip is that you?
Arte✨
Such a cute little shader I love it
I'm not sure why, but the dark outlines and light edges no longer work. I thought it was because I was using a lter version, but I tried booting up 4.2 and for some reason the scene is entirely broken O_O. Played around with the darken and lighten edge variables and they didn't impact much of anything.
Almost the same situation. I downloaded example project and I can see the outline but only for the whole silhouette of the scene, not for the each object. Trying to find solution currently.
Found solution - if you change this "POSITION = vec4(VERTEX, 1.0);" to this "POSITION = vec4(VERTEX.xy, 1.0, 1.0);" it will fix the problem :) Found nice article on that topic "Introducing Reverse Z"
Awesome
Hi, thanks for this. I have been struggling with that bug for days now. Did you set authority on the Player or MultiplayerSyncronizer? I couldn't see the top of the file. Thank you!
Were working on a game with this as a main feature. This was really helpful.
hello
That's a brilliant explanation of using the vector cross product to create a transform for an object. However, in the current version of Godot, you can obtain a rotated transform on a curve point using this function: curve.sample_baked_with_rotation(curve_distance)
Thank you, happy new year
using subviewport to make a pixel effect make me hard to manage node structure, and i felt a bit clunky, now we have compositer, do you have any ieda?
I was actually working on a tutorial on how to do all of this as a compositor effect, but a bug in 4.3 regarding depth textures currently makes it impossible. I'm waiting for the bug to be fixed so I can make the video.
@@crigz Looking forward to your next video!
Do you need a server for this?
Hello, I followed the tutorial but unfortunately my bodies are floating just below the surface of the water. Does anyone know how to fix that issue?
Maybe try adjusting the water height variable
will this work for bipeds (humans) as well?
is it possible to impliment this technic into a character with rotatable feet i tried but failed, the rotation of the feet alway goes randomly
I got everything working Except it eventually broke at the end when I added the Planes, it's now just rotates slightly upward and sinks into the ground, I think I also messed up the raycast as well, because it's not stepping directly on the ground every time(happened before I added planes), does anyone know what I did wrong? ( already compared to the github file witch still works in 4.3, still cant figure it out)
Is there anyway this could be ported to some non-proprietary format for other engines?
Did i understand what he said? No Did I watch the whole thing? Yes Thank you for your service sir
an angel in human form
My god my head hurts O___O freaking awesome though.
Wow man you're amazing! Literally just imported into 4.3 and runs perfectly. Tutorials like this give so much inspiration for the community and I look forward to messing around with this one! Shader coding = actual wizardry _change my mind._
So in theory there should be a way to combine this with the Active Ragdoll system as well?
OMG this is exactly what I try to achieve for a while, but couldn't wrap my head around. Thank you!
@1:11 I kept moving the points around, but it never made my happy (quiet sobbing).
Sigh I spend all weekend making a road from a curve using surface tool. Oh well it was a good learning experience. thanks for this! Useful to know how to make it work in editor. Edit: I read that it isn't cheap to use a CSG polygon mesh in game. Would you use this in production or just for prototyping?
There are a lot of Addons that let you directly take csg mesh data and turn it directly into a normal mesh.
hey would love to chat about trying to expand this idea
Same here. Just sent you a message :-)
@mariegrasmeier9499 can I message you?
Hows the performance of this?
Does this type of 3d pixel art have to be orthographic? Is it possible to utilize the logic of applying shaders to 3d objects and have them appear 2d top down?
Still waiting for the tutorial