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Vazgriz
United States
เข้าร่วมเมื่อ 22 มี.ค. 2018
Blog: vazgriz.com
Twitter: _vazgriz
Twitter: _vazgriz
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...
Creating a Flight Simulator in Unity3D (Part 1)
มุมมอง 80Kปีที่แล้ว
Creating a Flight Simulator in Unity3D (Part 1)
Drawing Mushrooms with Vulkan (Warning: Loud audio)
มุมมอง 8K3 ปีที่แล้ว
Drawing Mushrooms with Vulkan (Warning: Loud audio)
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
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.
What version of Unity was this created in, and how high in version do you think it would go?
this video is my one piece
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
I was searching for this exactly. Perfect!
Can the code be used for the fbx extension?
Properly good stuff. Thank you.
Or get the module AirSim
amazing video, very well explained thank you for this
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?
This is “the missile knows where it is going” logic with extra steps.
Simply amazing!
Can this be run in editor to create the layout, and allow us to build on top of/edit the results?
The code as is can't do that. But there's nothing that would stop you from making the modifications yourself
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.
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!
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.
Amazing
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.
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 😁
Last time I piloted a rocket didnt go so well. thank god for this video cuz i gotta renew my license next week.
why is "error = Quaternion.Inverse(plane.rigidbody.rotation) * error;" necessary?
Any chance you could tackle helicopters? The system you have here is really nice!
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.
Do you generate cubes and connect them with each other?
Can you do tutorial videos about the tank you uploaded on TH-cam?
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.
Could you make the missiles lock inside the Circle? like the Seekerhead looking limits? or you doing it Ace Combat style?
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
I can't figure out how to have cobra in it and also have realistic nose pulling dogfights
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?
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*
As someone looking to make physics games, I'm gonna get a lot of use from this
so cool
Managing expectations is a good thing. I guess. Not going to lie. It made me subscribe
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.
Implement this into an ARPG looter dungeon crawler in VR. Would be INSANE!
"dont get your hopes up" best CTA ever
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
background music is to loud compared to narration, it would be better without music at all.
The format of this video reminds me of those osint people.
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.....
how long did it take you to learn Delaunay Triangulation bcs damn my brain hurt lol
@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.
If you like this video and want to see more like it, dont get your hopes up 💀💀💀
nigga who will dislike this video ! it's literally the best explanation for the PID controller ! thank you so much
I have a tiny peanut brain and don't understand any of this however, would it be possible to use this in Godot?
Yes.
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!
If you used mst, you could have skipped delaunay triangualtion, and the result would be the same
8:32 how do you add specific keybinds for the throttle?
0:42 dcs also has insane storage space for my tiny ass laptop
when drag=thrust plane falls like a brick
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.
Oops. I fixed the website. Thanks for letting me know
@@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.
Can you make a follow up video about the 3D procedural dungeon generation on how to place assets?