Vazgriz
Vazgriz
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วีดีโอ

Announcing Double Flash Studios
มุมมอง 2.2Kปีที่แล้ว
Double Flash Studios is my new game development studio
Flight Simulator in Unity3D: Weapons and AI (Part 3)
มุมมอง 10Kปีที่แล้ว
This video adds weapons and AI to flight sim we've been developing on this channel. See the first two parts: th-cam.com/video/7vAHo2B1zLc/w-d-xo.html th-cam.com/video/G5eDm5w5yco/w-d-xo.html Original blog post: vazgriz.com/503/creating-a-flight-simulator-in-unity3d-part-3/ Github: github.com/vazgriz/FlightSim itch.io demo: vazgriz.itch.io/flight-sim-part-3 itch.io Synty Combat: vazgriz.itch.io/...
Synty Combat - Synty Game Jam 2023
มุมมอง 2.2Kปีที่แล้ว
This game was made for the Synty Studios game jam. Most art assets are made by Synty. The code is largely based on the flight sim series I've been publishing on this channel. Play it on itch.io: vazgriz.itch.io/synty-combat
Flight Simulator in Unity3D: HUD (Part 2)
มุมมอง 12Kปีที่แล้ว
This video covers the animation system and HUD of the flight simulator Make sure you watch Part 1 first: th-cam.com/video/7vAHo2B1zLc/w-d-xo.html Original blog post: vazgriz.com/467/flight-simulator-in-unity3d-part-2/ Github: github.com/vazgriz/FlightSim itch.io: vazgriz.itch.io/flight-sim-part-2 0:00 Intro 0:19 Animation 2:03 Camera 4:51 Heads Up Display 7:04 HUD Implementation 11:36 Conclusio...
MiG-23 Test Flight
มุมมอง 3.4Kปีที่แล้ว
MiG-23 Test Flight
Creating a Flight Simulator in Unity3D (Part 1)
มุมมอง 80Kปีที่แล้ว
Creating a Flight Simulator in Unity3D (Part 1)
PID Controllers in Unity3D
มุมมอง 81K2 ปีที่แล้ว
PID Controllers in Unity3D
Procedurally Generated 3D Dungeons
มุมมอง 284K2 ปีที่แล้ว
Procedurally Generated 3D Dungeons
Tank combat demo
มุมมอง 2.7K2 ปีที่แล้ว
Tank combat demo
Tank driving and shooting
มุมมอง 1.4K3 ปีที่แล้ว
Tank driving and shooting
Drawing Mushrooms with Vulkan (Warning: Loud audio)
มุมมอง 8K3 ปีที่แล้ว
Drawing Mushrooms with Vulkan (Warning: Loud audio)
Flight Sim AI Dogfight
มุมมอง 3.8K3 ปีที่แล้ว
Flight Sim AI Dogfight
MiG-21 Takeoff
มุมมอง 1.1K3 ปีที่แล้ว
MiG-21 Takeoff
Flight Sim Demo
มุมมอง 4.4K3 ปีที่แล้ว
Flight Sim Demo
Exploring a procedurally generated dungeon in 3D
มุมมอง 5K4 ปีที่แล้ว
Exploring a procedurally generated dungeon in 3D
Exploring a procedurally generated dungeon in 2D
มุมมอง 5K4 ปีที่แล้ว
Exploring a procedurally generated dungeon in 2D

ความคิดเห็น

  • @Shakespeare1612
    @Shakespeare1612 4 วันที่ผ่านมา

    I have downloaded this and it is working well, but as the blog post says, "the art assets and the code for placing them is missing". Where can I find it, or at least does anyone want to collaborate on making asset placement code? I think I would like to make my own assets, maybe a more natural looking cave system with stalagmites and stalagmite, and rough cut stairs.

  • @Shakespeare1612
    @Shakespeare1612 4 วันที่ผ่านมา

    What version of Unity was this created in, and how high in version do you think it would go?

  • @1storyshiftchara778
    @1storyshiftchara778 12 วันที่ผ่านมา

    this video is my one piece

  • @bruceli3067
    @bruceli3067 16 วันที่ผ่านมา

    I added on some more features, such as target selection and flares! I really enjoyed playing with it, and I'm glad you made this :D

  • @paulo1940
    @paulo1940 26 วันที่ผ่านมา

    I was searching for this exactly. Perfect!

  • @thoufiqjabbarsilton5893
    @thoufiqjabbarsilton5893 หลายเดือนก่อน

    Can the code be used for the fbx extension?

  • @dbatdev
    @dbatdev หลายเดือนก่อน

    Properly good stuff. Thank you.

  • @New-Zealandball247
    @New-Zealandball247 หลายเดือนก่อน

    Or get the module AirSim

  • @HarshitRana57
    @HarshitRana57 หลายเดือนก่อน

    amazing video, very well explained thank you for this

  • @panickal
    @panickal หลายเดือนก่อน

    What kind of settings are needed to have slow, realistic turning for scissors etc AND cobras and kvochur bell maneuvers? Edit: It seems the G limiter is what prevents a cobra maneuver, for which you need to get 90 AoA and keep altitude almost the same. Let's say G pitch limit is 10. The maneuver can't happen, you just turn upwards, seems to be the case at all speeds. But if the g limit was let's say 20, the Gs pulled in the cobra don't even reach 10. It's just that if the limit was 10 it wouldn't be allowed. Does that make sense?

  • @micahburnside2281
    @micahburnside2281 หลายเดือนก่อน

    This is “the missile knows where it is going” logic with extra steps.

  • @AterNyctos
    @AterNyctos หลายเดือนก่อน

    Simply amazing!

  • @Koniving
    @Koniving หลายเดือนก่อน

    Can this be run in editor to create the layout, and allow us to build on top of/edit the results?

    • @Vazgriz
      @Vazgriz หลายเดือนก่อน

      The code as is can't do that. But there's nothing that would stop you from making the modifications yourself

  • @LordXelous
    @LordXelous 2 หลายเดือนก่อน

    And of course once you have a "Foo" like this you can just template it around any type and avoid using "void*".... which is the bit I totally forgot you were asking in making my two little links... DOH.

  • @bengamedev1872
    @bengamedev1872 2 หลายเดือนก่อน

    My question is if you introduce a y axis, do you have to compute it separately, same as the x axis? Seems like it. Amazing tutorial btw!

    • @Vazgriz
      @Vazgriz 2 หลายเดือนก่อน

      It is possible to have a PID controller that controls 2 axes at once. However it is more common to have two separate controllers that can be tuned individually.

  • @pygarg26
    @pygarg26 2 หลายเดือนก่อน

    Amazing

  • @readyforlol
    @readyforlol 2 หลายเดือนก่อน

    I wish this system had a more intuitive name. As a 3D artist with no engineering knowledge whatsoever, I've been struggling for a couple of years with this problem looking for smooth rotation tutorials that just work off of LERPs and the likes, never touching on physics or the 15° to 345° problem. This entire time I've been thinking "there must be a better solution to this..." but without knowing the name of it, or even the names of the problems I was trying to solve, I had no way to look it up. This video would have saved me dozens of hours of trial and error trying to solve something myself I wasn't qualified for, and which was already solved in the first place. It will still probably save me dozens of hours in the future, so thank you.

    • @bengamedev1872
      @bengamedev1872 2 หลายเดือนก่อน

      Very true, I asked in unity discord and someone immediately mentioned it and I quickly realised they saved me a ton of hassle! Thanks PraetorBlue 😁

  • @pureatheistic
    @pureatheistic 2 หลายเดือนก่อน

    Last time I piloted a rocket didnt go so well. thank god for this video cuz i gotta renew my license next week.

  • @adamnorbertszabo4351
    @adamnorbertszabo4351 2 หลายเดือนก่อน

    why is "error = Quaternion.Inverse(plane.rigidbody.rotation) * error;" necessary?

  • @2ksnakenoodles
    @2ksnakenoodles 2 หลายเดือนก่อน

    Any chance you could tackle helicopters? The system you have here is really nice!

  • @oliver-nation4377
    @oliver-nation4377 2 หลายเดือนก่อน

    I cannot understand why people like procedurally generated terrain. It's way more fun to have one masterfully designed level, than one level with random aspects.

  • @CFL.
    @CFL. 2 หลายเดือนก่อน

    Do you generate cubes and connect them with each other?

  • @MinhLuong1006
    @MinhLuong1006 2 หลายเดือนก่อน

    Can you do tutorial videos about the tank you uploaded on TH-cam?

  • @KucheKlizma
    @KucheKlizma 2 หลายเดือนก่อน

    That's an interesting approach, it differs a lot from the commol voxel engine approach to generate the hallways/staircases first (aka like minecraft cave system) then automatically add the room tiles afterwards in spaces that match given criteria.

  • @RogueBeatsARG
    @RogueBeatsARG 3 หลายเดือนก่อน

    Could you make the missiles lock inside the Circle? like the Seekerhead looking limits? or you doing it Ace Combat style?

  • @RogueBeatsARG
    @RogueBeatsARG 3 หลายเดือนก่อน

    THIS IS WHAT I NEED, a More Realistic Physics, Ace Combat, people think doing Cobras on AC is fun but doing a Cobra in a more realistic game is satisfiying as fuck

    • @panickal
      @panickal หลายเดือนก่อน

      I can't figure out how to have cobra in it and also have realistic nose pulling dogfights

  • @nightfox6738
    @nightfox6738 3 หลายเดือนก่อน

    This makes incredibly natural and clean looking layouts for a procedural algorithm! Excellent work. How did you handle the hallways that failed to pathfind? Are you guaranteed to still have some path through the dungeon to get from any one room to any other room or are there potentially breaks that split the dungeon?

  • @datwolfe3512
    @datwolfe3512 3 หลายเดือนก่อน

    Im very new to programming so this is a dumb question but how wpuld i go about making my code remember it's route like you did with the A*

  • @Burbun
    @Burbun 3 หลายเดือนก่อน

    As someone looking to make physics games, I'm gonna get a lot of use from this

  • @Rayaabban
    @Rayaabban 3 หลายเดือนก่อน

    so cool

  • @skeleton_craftGaming
    @skeleton_craftGaming 3 หลายเดือนก่อน

    Managing expectations is a good thing. I guess. Not going to lie. It made me subscribe

  • @danilomitrovic3954
    @danilomitrovic3954 3 หลายเดือนก่อน

    You shouldve researched math that is used on architecture. By using modulor you are able to define an exact 3d grid that would remove any possibilities of unused connections. That way using a restriction on first step it will generate less headache down the path.

  • @og_skullkid1387
    @og_skullkid1387 3 หลายเดือนก่อน

    Implement this into an ARPG looter dungeon crawler in VR. Would be INSANE!

  • @olleicua
    @olleicua 3 หลายเดือนก่อน

    "dont get your hopes up" best CTA ever

  • @azncore5444
    @azncore5444 3 หลายเดือนก่อน

    Yeah everything is cool etc and it's just a showcase, but why tf you would put moments where you somehow put walls/floor etc. from asset and just don't explain how it works, literally just showed and said "oh nmhmmh i can't show how cause I bought this assets' so just fkin show how you made it, no one needs your lowpoly shit

  • @nopenope6530
    @nopenope6530 3 หลายเดือนก่อน

    background music is to loud compared to narration, it would be better without music at all.

  • @Achyirah
    @Achyirah 3 หลายเดือนก่อน

    The format of this video reminds me of those osint people.

  • @jappleng8283
    @jappleng8283 3 หลายเดือนก่อน

    Me: I think i want to make a 3D random dungeon in unreal just for fun. All I will need to do is create a bunch of rooms, create a grid, assign door locations, connect them (snap in place), make elevation using Z-axis grids and connect both using a connector room then just use some something to randomize the rooms and done! Also Me: Sweet jeebus what is going on? This is a lot more complex than expected! I'll never figure this out. TH-cam: I have read your thoughts and have brought you a holy relic.....

  • @dante7430
    @dante7430 3 หลายเดือนก่อน

    how long did it take you to learn Delaunay Triangulation bcs damn my brain hurt lol

  • @kv1293
    @kv1293 3 หลายเดือนก่อน

    @Vazgriz Just wanted to let you know that I followed your guide loosely and was able to get a proper level generation system up and running! I already had a prototype for my gameplay and plan to continue working on my 3rd person ARPG roguelike.

  • @liamlahmann3348
    @liamlahmann3348 3 หลายเดือนก่อน

    If you like this video and want to see more like it, dont get your hopes up 💀💀💀

  • @mohannadrababah757
    @mohannadrababah757 3 หลายเดือนก่อน

    nigga who will dislike this video ! it's literally the best explanation for the PID controller ! thank you so much

  • @torgo_
    @torgo_ 3 หลายเดือนก่อน

    I have a tiny peanut brain and don't understand any of this however, would it be possible to use this in Godot?

    • @sheikh813
      @sheikh813 21 วันที่ผ่านมา

      Yes.

  • @xomvoid_akaluchiru_987
    @xomvoid_akaluchiru_987 3 หลายเดือนก่อน

    As you said at the end it's a good base for dungeon generation, my brain was already flying through different tweaks and addition rules I would add so that the starting rooms, boss rooms, shops, or whatever special rooms would all be paced properly, as to not rush with one connection between the start and end of the dungeon. Whatever you end up making be sure to at least show the finished project! And as a final note, this reminded me of this indie title called Necropolis that has 3D procedural dungeons, it's system was not the most polished, and the game itself has a lot of issues just in the design choices, but I can't believe I never inquired as to how the generation works before now!

  • @wuketuke6601
    @wuketuke6601 3 หลายเดือนก่อน

    If you used mst, you could have skipped delaunay triangualtion, and the result would be the same

  • @Firebend11
    @Firebend11 4 หลายเดือนก่อน

    8:32 how do you add specific keybinds for the throttle?

  • @Firebend11
    @Firebend11 4 หลายเดือนก่อน

    0:42 dcs also has insane storage space for my tiny ass laptop

  • @adityawalimbe4800
    @adityawalimbe4800 4 หลายเดือนก่อน

    when drag=thrust plane falls like a brick

  • @kv1293
    @kv1293 4 หลายเดือนก่อน

    Hey @vazgriz, not sure if you monitor this channel any more, but I'd like to see your blog post (link no longer works). Is this documented in detail anywhere else? I have a project I am working on and would like to leverage your lessons learned but can't really find a way to contact you.

    • @Vazgriz
      @Vazgriz 4 หลายเดือนก่อน

      Oops. I fixed the website. Thanks for letting me know

    • @kv1293
      @kv1293 4 หลายเดือนก่อน

      @@Vazgriz Working on implementing this in Unreal now, wish me luck! Your blog post helps a lot for understand the way you went about it. I have a game design that I've thought out for quite a long time and think this dungeon gen algorithm should work great for the dungeon gen aspect of the game.

  • @V0LAT1LE_
    @V0LAT1LE_ 4 หลายเดือนก่อน

    Can you make a follow up video about the 3D procedural dungeon generation on how to place assets?