CornRecords
CornRecords
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Video on complex movement coming soon. Vehicles and spherical gravity in Godot.
This is just a quick show off of my work the last month. Polishing it up before I make a proper voiced video.
มุมมอง: 27

วีดีโอ

What I've Been Working On: Godot 4.2 Foliage Spawner
มุมมอง 5283 หลายเดือนก่อน
I hated making this video lmao. Sorry for the wooden voice over. Making videos sucks. So I'll only be doing a video like this when I finish something. That could be weeks or months apart depending on the thing. I also work full time, so. Yeah. Here's the info: Assets used: www.artstation.com/marketplace/p/00jy5/ancient-altar? Documentation Links to figure out how to make this: docs.godotengine....
Foliage Experiment, first test. Godot plant scattering
มุมมอง 534 หลายเดือนก่อน
Completely single-threaded, and lacking features. This is my first try procedurally spawning objects in 3D Godot. Initially I used multi-threaded physics, but there's a race condition in the source code that causes crashes at the moment. Since I'm using a custom source, I'll need to go and fix it later to potentially use that option. Moving forward I'm going to separate the initial spawning int...
Rest in peace Hans. Passed 8/10/24
มุมมอง 245 หลายเดือนก่อน
Rest in peace Hans. Passed 8/10/24
Godot with double precision floats
มุมมอง 658 หลายเดือนก่อน
Nobody really looks at this do they?
Ocean Physics in Unreal Engine 5
มุมมอง 30ปีที่แล้ว
@ghislaingirardot and @PrismaticaDev for the techniques used. Distance fields will be used for generating responses on the water in the next version I think. This water surface is baked simulation. I'm actually going to redo it bc I forgot to change the seed in blender so it's the default one right now. The buoyancy is using Niagara particles. An interesting method explored in Ghislain's videos...
Data based grid in Godot
มุมมอง 283ปีที่แล้ว
Each of these cells is part of the larger grid but contains its own unique data. Good for tying in gameplay systems without needing to do a whole lot of work. Like if I wanted to make a floor materials system like divinity original sin I could have each cell know if it's one fire, or poisoned, or normal. Then objects in those cells could run logic based on that data. Right now its generated on ...
Let's see Paul Allen's 2 hour game
มุมมอง 33ปีที่แล้ว
Let's see Paul Allen's 2 hour game
Dwarf Fortress running on Arm64
มุมมอง 392 ปีที่แล้ว
Its a samsung galaxy book s with a snapdragon 8cx. About half the utilities don't work. But mods and dfhack do. Very playable on large and small worlds. No overheating. Long battery life. I disabled temperature to fix some microstutters whenever the weather changed.

ความคิดเห็น

  • @da_cat
    @da_cat 2 หลายเดือนก่อน

    Can you please make a tutorial on how exactly one should make a tool in Godot ? Make it like im 12. Make a simple tool that just puts SceneX where you click 😗I have my own manual cheating techniques that make manual placement of flora not only fast but also realistic and diverse. But im looking forward into learning how to automate this

    • @CornRecords972
      @CornRecords972 2 หลายเดือนก่อน

      @@da_cat sure man I can do that soon.

  • @stanley8006
    @stanley8006 2 หลายเดือนก่อน

    Come on! I’m looking at this! How impactful is double precision floats for games where you shrink and grow in a detailed environment to slip into cracks and explore in both macro and micro space? The game SCALE comes to mind when thinking about how this could be used best. Please check out SCALE gameplay if you haven’t and also this is incredible stuff, thanks for the comment describing how to achieve this

  • @whoeverofhowevermany
    @whoeverofhowevermany 3 หลายเดือนก่อน

    So is this just like to help keep the listeners mind loaded with technical terms and logic sequences?

    • @CornRecords972
      @CornRecords972 3 หลายเดือนก่อน

      I just like talking about the way I did things and some of the challenges I had. There are other youtubers who are better at translating programming to english. Sometimes with some of the things I program, I'm not yet proficient enough to find simple terms or analogies to explain it. Multithreading was definitely one of those topics XD

    • @whoeverofhowevermany
      @whoeverofhowevermany 3 หลายเดือนก่อน

      @@CornRecords972 🤷 really it is good for what I described

  • @Polygarden
    @Polygarden 3 หลายเดือนก่อน

    Great video! I encountered similar issues regarding the scene tree where the editor keeps stalling at around 8k nodes. I like how you worked around this problem. I'm going to test it. (other engines manage to place more than 100k vegetation assets in a level and I hope it's somehow possible with Godot too) I ended up using a single thread with an array as a buffer and would spawn trees in waves, like 20 trees every frame until it's done, to avoid that the editor or game is stalling.

    • @CornRecords972
      @CornRecords972 3 หลายเดือนก่อน

      Once I started using internal nodes the editor stalling/stuttering went away. I just got impatient with the time it was taking so I sped it up with multiple threads. Ended up being quite a headache so if you're okay with a 20 second wait on a large forest I don't recommend it lol. The editor scene tree seems to really struggle with rendering that many nodes in the scene tree list. I like internal children and then saving them as branched scenes as a work around but it would be nice to not need to enter subscenes to make edits in the future. I'll keep looking for better alternatives.

  • @vazzmatazz
    @vazzmatazz 3 หลายเดือนก่อน

    do ASMR next

  • @joshuahartzell3455
    @joshuahartzell3455 3 หลายเดือนก่อน

    Thanks!

    • @CornRecords972
      @CornRecords972 3 หลายเดือนก่อน

      No problem! I'm glad this could help you.

  • @CornRecords972
    @CornRecords972 3 หลายเดือนก่อน

    The trees used in this demo were meant for linear scenes with controlled occlusion culling. Every single leaf is an individual 4 quads. And I didn't bother to manually edit them to have leaf clusters. As well I didn't generate imposters. Using finished assets with HLOD to drop in imposters at a distance, and properly optimized canopies. This scene would run much faster on the gpu. The loss of performance from draw calls is negligible. Each tree is using 1 material. There's 2 materials total. Godot automatically batches identical models using the same material. There were a total of 8 variations in this scene. So this added only 16 draw calls to the scene. 1 For each mesh type, and 1 for each material on those meshes. Multi Mesh instances would be good for this too, but I didn't feel like the extra effort would be worth the gain here.

    • @yay-r6j
      @yay-r6j 3 หลายเดือนก่อน

      wow! ❤

  • @CornRecords972
    @CornRecords972 9 หลายเดือนก่อน

    I compiled this on linux. But it's just as easy to do it on windows, or mac, or any other platform. The most important entry point for this is through this documentation page. docs.godotengine.org/en/latest/contributing/development/compiling/index.html#basics-of-building-godot Read this page carefully and follow the instructions, redirecting to the appropriate page for your target platform. Then work through those instructions. When you have your build command all typed out as you want it, at the end add the words: precision=double If you've never built a program from source before, this is a good way to learn. Make sure to download all of the dependencies they tell you to get in your target platform page. And don't bloat your build command too much. Start with the simplest one like: scons platform=yourplatform precision=double And don't worry about build targets yet if you're a beginner. Also, if you're making games for mobile, embedded chips, 32-bit systems, and other low spec platforms. Don't bother with this, and instead find alternative methods like origin rebasing, or just use traditional loading screens and level transitions. If you want an example of a game using origin rebasing, look up Kenshi, and read their older development logs. That game began development in 2008 and uses Ogre3D for its renderer. And it has an 870km2 map. So it worked fine for them.

  • @Ayfri
    @Ayfri ปีที่แล้ว

    How did you draw the grid ?

    • @CornRecords972
      @CornRecords972 ปีที่แล้ว

      I just placed nodes at every grid point and each node had an associated sprite. Fine as long as you're culling off screen sprites.

    • @Ayfri
      @Ayfri ปีที่แล้ว

      @@CornRecords972 ah okay, wouldn't it be easier to use a tilemap ?

  • @Limitedarkness
    @Limitedarkness ปีที่แล้ว

    Oh my god it even has a watermark

  • @Spartanwall
    @Spartanwall 2 ปีที่แล้ว

    Keep up this gold content :)