Crigz Vs Game Dev
Crigz Vs Game Dev
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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
มุมมอง: 68 029

วีดีโอ

CS2's Responsive Smoke with Godot 4 In 5 Minutes
มุมมอง 98Kปีที่แล้ว
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 154Kปีที่แล้ว
With the removal of the SkeletonModification stack my old procedural animation video was outdated.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 52Kปีที่แล้ว
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 28Kปีที่แล้ว
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 11Kปีที่แล้ว
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 15Kปีที่แล้ว
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 29Kปีที่แล้ว
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 17Kปีที่แล้ว
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 121Kปีที่แล้ว
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 106Kปีที่แล้ว
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 19Kปีที่แล้ว
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 19Kปีที่แล้ว
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 33K2 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 61K2 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 3.5K3 ปีที่แล้ว
Adding WATER SIMULATION to my first game

ความคิดเห็น

  • @ShannaraAK
    @ShannaraAK 20 ชั่วโมงที่ผ่านมา

    This is great... for everyone on a single map server. Not so great when the server needs to keep track of players on multiple maps.

  • @HueStudios-i5e
    @HueStudios-i5e วันที่ผ่านมา

    Hey, awesome video. This shader is great, but unfurtonately particles are not visible when using this shader. Is there a way to fix it? EDIT: Thanks to a commenter named @55555ivi, lowering rendering priority to -1 in ShaderMaterial solves this issue while keeping the shader.

  • @craigbryan1479
    @craigbryan1479 3 วันที่ผ่านมา

    Good tutorial but intensely irritating background music! Why to tutorial makers insist on putting music on the videos? It's infuriating! Especially when the music is as loud as it is on this video

  • @torjetnsager7840
    @torjetnsager7840 5 วันที่ผ่านมา

    ive been getting an issue in the water script where for the noise = mat.get_shader_para i get a null error, and i cant seem to find a fix for it, any help would be appreciated. ive also tried copying the scripts from git but it still gives the same error

  • @Markk4785
    @Markk4785 6 วันที่ผ่านมา

    I am looking to get into making an online RPG so a tutorial series on this would be awesome.

  • @thesturg
    @thesturg 9 วันที่ผ่านมา

    holding shift and dragging to make a curve does not work

  • @edgartdev
    @edgartdev 11 วันที่ผ่านมา

    0:21 Edit viewport resolution 1:32 Visual Shader 4:42 Manual Shader

  • @MaxIzrin
    @MaxIzrin 12 วันที่ผ่านมา

    Negative fog is a brilliant solution. Reminds me of negative light used for character "shadows" in 3D platformers.

  • @MaxIzrin
    @MaxIzrin 12 วันที่ผ่านมา

    Annoyingly Euler is pronounced Oiler.

  • @pixelstriko1642
    @pixelstriko1642 13 วันที่ผ่านมา

    this is really cool, but is there any way to make it work on an orthographic camera? the effect looks like it's somehow split into two sides of the screen edit: i didnt expect it to work, but chatgpt gave me the exact code changes to make this work on an orthographic camera

  • @drawtheword7590
    @drawtheword7590 13 วันที่ผ่านมา

    anyone know if they implemented those 6Dof joint in later versions??? if so it would be nice to see a tutorial update using those joints. thanks for the tutorial hoping to use this in my project

  • @godotlegend757
    @godotlegend757 13 วันที่ผ่านมา

    Thank you very much for this tutorial this is great !!! Have a Great day-Night !!!

  • @menta-game
    @menta-game 14 วันที่ผ่านมา

    thank you for Japanese subtitles

  • @JohnnyThund3r
    @JohnnyThund3r 14 วันที่ผ่านมา

    This tutorial is great! Had to watch it about ~5 times before the logic started to make sense, but I think I get the gist of it now... If you want, I'm trying to build a submarine simulator from these concepts to improve my skills mostly... I know I personally would be very grateful if you made tutorials on how to make a basic submarine controller, ship controller, and sail boat controller... When I figure it out, I might end up making a tutorial about it, but you're obviously better at these things... 🤩😄

    • @vikketikv9486
      @vikketikv9486 13 วันที่ผ่านมา

      hi i would love a boat tutorial would just adding a force to the back of the boat work?

  • @jordan4longshaw
    @jordan4longshaw 16 วันที่ผ่านมา

    I get an error at "apply_central_force"... How would I get the same effect, but on a CharacterBody3D? Is it only possible with a RigidBody?

  • @wo_ri_gou_le2974
    @wo_ri_gou_le2974 17 วันที่ผ่านมา

    very detailed video, real quality, helps a lot

  • @simbalion3694
    @simbalion3694 18 วันที่ผ่านมา

    Hey, I love the tutorial and the pixelization itself works wonderfully! I was, however, having a problem with the UI. I'm working on a 3D first person game where this method of pixelization is used, and I'm trying to add a "Press "E" to interact" UI element for interactible items when the player looks at them. The way I have this set up is with a CanvasLayer with a BoxContainer and Label containing the text, set to appear when the player's RayCast collides with an interactible object. However, I find that running this code along with the pixelization breaks the camera movement with the mouse, but I'm not sure why. For reference, here is the code for the first person camera: const SENSITIVITY = 0.01 func _ready(): Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) func _unhandled_input(event): if event is InputEventMouseMotion: head.rotate_y(-event.relative.x * SENSITIVITY) camera.rotate_x(-event.relative.y * SENSITIVITY) camera.rotation.x = clamp(camera.rotation.x, deg_to_rad(-60), deg_to_rad(60)) Any help would be appreciated!

  • @arturertel
    @arturertel 19 วันที่ผ่านมา

    I tried to recreate it in 2D, but I haven't succeeded yet. will there also be a 2D tutorial? (something in the direction of Rainworld?)

  • @endergamerxp5530
    @endergamerxp5530 22 วันที่ผ่านมา

    does it as he tutorial without blender to see how it work before ?

  • @LoserKing696
    @LoserKing696 23 วันที่ผ่านมา

    I am trying to now combine this logic with CharacterBody nodes by having my root node be a CharacterBody3D node instead of a generic Node3D. I also went ahead and put collision shapes for every bone. My problem is the leg collision shapes mess with the inverse kinematics, leading to unnatural solutions to the IK solver. Anyone on the same boat?

  • @yoko_bby
    @yoko_bby 25 วันที่ผ่านมา

    and people said godot cant do multiplayer

  • @ppppppplanet
    @ppppppplanet 25 วันที่ผ่านมา

    Been struggling with applying hookes law to rotation. Have you thought about making a separate video for that? It's tough to find a good explanation for it and most guides I've found don't match every axis of rotation well.

  • @thejoeblowshow
    @thejoeblowshow 26 วันที่ผ่านมา

    Are you available for hire?

  • @BenUttecht
    @BenUttecht 26 วันที่ผ่านมา

    in 4.3 its not working... Looks like the physical_bones_start_simulation() was moved to the PhysicalBoneSimulator3D node

    • @szybre
      @szybre 7 วันที่ผ่านมา

      In 4.3 the physical_bones_start_simulation() got moved to the PhysicalBoneSimulator3D node, it should spawn in your hierarchy when you automatically create physical bones

    • @BenUttecht
      @BenUttecht 3 วันที่ผ่านมา

      @@szybre I think i figured that out i just forgot to update this comment, thankyou

  • @Jerburger
    @Jerburger 27 วันที่ผ่านมา

    Yes, tutorial please!

  • @HueStudios-i5e
    @HueStudios-i5e 27 วันที่ผ่านมา

    For people that can't seem to get the SkeletonIK3D to work in editor but work in game - with SkeletonIK3D there's Play IK option on top of the editor, you need to have that checked if you want to see updates in the editor. I don't know why it was disabled for me by default.

  • @delcraft7709
    @delcraft7709 28 วันที่ผ่านมา

    Great video! However, if you use depth in the buoyancy force formula, you should limit it to a maximum depth. In your example, the deeper your object falls in the water, the stronger is the upward force. In real life, according to Archimedes’ law, there is maximum upward force defined by the volume of displaced water equal to the volume of the body (or height in your case). This is why objects heavier than water will drown and others will float. In scripting terms, I usually use math.clamp01(depth/depth_max) in the force expression instead of just depth.

  • @PhosphoCat
    @PhosphoCat หลายเดือนก่อน

    Quite late, but do you think you'll make a 4.3 version? There's quite a few issues that arise when using 4.3 even if you try it out on your own tutorial project that you provided but I have a feeling you'd rather wait until the SkeletonIK3D node gets updated to make another updated tutorial.

  • @andrewchapman2039
    @andrewchapman2039 หลายเดือนก่อน

    This is a pretty cool technique and I'm tempted to put it in a few areas of my project, is it very expensive at runtime though? Don't want to overload the system just to have an easier time making pathways.

  • @jdubz8173
    @jdubz8173 หลายเดือนก่อน

    Very insightful! Thank you

  • @ASATm48
    @ASATm48 หลายเดือนก่อน

    Hello, I have a question, can you help me?

  • @chaosmachines934
    @chaosmachines934 หลายเดือนก่อน

    will this still work for 4.3

  • @starboy_2322
    @starboy_2322 หลายเดือนก่อน

    Can i edit rdr2 ragdoll?

  • @JustVoylin
    @JustVoylin หลายเดือนก่อน

    My brain is basically fried right now xD

  • @nonamenoah7407
    @nonamenoah7407 หลายเดือนก่อน

    Just a note for those using 4.3, the vertex code for getting the MeshInstance3D to cover the camera has changed, it should now read: void vertex() { POSITION = vec4(VERTEX.xy,1.0,1.0); } This is mentioned in the docs but I figure it should be noted here.

  • @2and3d_com
    @2and3d_com หลายเดือนก่อน

    Is there a way of doing this now, with the new Godot 4.3?

  • @NeonfireStudio
    @NeonfireStudio หลายเดือนก่อน

    I want to play your boat game, it is nice,

  • @coding_pepper
    @coding_pepper หลายเดือนก่อน

    godot took seriously the 'make multiplayer' button meme.

  • @torgo_
    @torgo_ หลายเดือนก่อน

    woah this is awesome. would it be possible to procedurally-generate a road on-the-fly? like, if you wanted to make some kind of infinite driving game where the road goes along forever with different variations that spawn in

  • @nikolastanojevic6082
    @nikolastanojevic6082 หลายเดือนก่อน

    In 4.3 works like a charm. Thank you.

  • @BenUttecht
    @BenUttecht หลายเดือนก่อน

    thankyou so much for the github link, so incredibly helpful, one thing i think you could add (I will be adding quite a few features but for different reasons) would be making it so limbs stay in their sockets, i might update this comment if i do end up implementing that, but its really not needed for most things

  • @josebarria3233
    @josebarria3233 หลายเดือนก่อน

    I knew Godot was good but damn.. this is fire 🔥

  • @lemondude2
    @lemondude2 หลายเดือนก่อน

    how do you actually put in a game, like for each player?

  • @MisterNewYear
    @MisterNewYear หลายเดือนก่อน

    To anyone having problems with the new update, Godot 4.3 stealth introduced reverse Z, which means the only thing you should have to change for the shader to work again is replace void vertex() with this: void vertex() { POSITION = vec4(VERTEX.xy, 1.0, 1.0); }

    • @ItsRyscale
      @ItsRyscale หลายเดือนก่อน

      Legend! I was wondering why the first stage of the effect wasnt working. (this needs to be pinned)

    • @Jay32r
      @Jay32r 15 วันที่ผ่านมา

      This resolved all my problems - thank you for taking the time to post this!

    • @funkmasterhexbyte1684
      @funkmasterhexbyte1684 12 วันที่ผ่านมา

      absolute hero

  • @iivan8730
    @iivan8730 หลายเดือนก่อน

    This shader made my game look much better, thank you ! But now that 4.3 is out it broke :( Do you know a way to fix it ?

    • @MisterNewYear
      @MisterNewYear หลายเดือนก่อน

      try this: void vertex() { POSITION = vec4(VERTEX.xy, 1.0, 1.0); }

  • @PySnek
    @PySnek หลายเดือนก่อน

    The hard part about Godot is its Nodes and Scenes system. Absolutely disgusting to work with this for multiplayer.

  • @resist_or_die
    @resist_or_die หลายเดือนก่อน

    we'll *NEVER* be able to automate pix.... well okay then. the quality of this effect is awesome, thank you for sharing this.

  • @tangypop
    @tangypop หลายเดือนก่อน

    Thanks for explaining how to use the IK classes in Godot. I've used the SkeletonIK3D class for leg and arm animations while driving (steering wheel, pedals, gear shifter animations). It might just be my computer, has an older CPU and GPU is GTX 1080, but the performance of IK in Godot seems not great. I'm using the chains just to position the legs and arms, so the hand and foot rotation are excluded and are still manually rotated. Leg chains have 3 bones and arms have 4 (shoulder to wrist placement basically). I even have it set to 1 for max iterations. I put a toggle in my game settings menu to turn on/off IK and while off gets 60FPS (I have max FPS to 60) and while on drops to ~40FPS. Other than the performance hit the animations look believable with the appropriate magnet values. But for me I might have to go back to manual positions/rotations of bones for animations. The only thing I can think of is the chains have too many bones, but 3 or 4 don't seem unreasonable. And the scale of my model in game is 0.01 so maybe there's some weird math going on but I'd hope the IK algo doesn't increment by a set small amount while finding the solutions. Anyone else have such a big performance hit with the IK stuff in Godot?

  • @pepp418
    @pepp418 หลายเดือนก่อน

    Is it possible to get the mesh to do the opposite of this? As in: only display the object when it is 'overlapped' by the mesh