Create a 3D world in 60 seconds with Unity - 3D Tilemap Tutorial - Kingdom Builders Devlog #1

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  • เผยแพร่เมื่อ 21 ก.ย. 2024
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ความคิดเห็น • 78

  • @roberthenderson9175
    @roberthenderson9175 3 ปีที่แล้ว +33

    if you went over how the tile map was made a bit more, that'd be an awesome tutorial! You're like the only person I can find that deals with 3d tile maps!

    • @Karlthuluu
      @Karlthuluu 2 ปีที่แล้ว +8

      Yeah, this is more a showing off of tools he's made, not specifically how to make it

  • @benjaminyde
    @benjaminyde 3 ปีที่แล้ว +45

    A lot of objects with each a renderer attached can bring up performance issues. Make sure to combine meshes in chunks to have less draw calls. Also the ground is in the form of a cube but only the top is visible.

    • @trentondash6739
      @trentondash6739 3 ปีที่แล้ว

      Sorry to be offtopic but does someone know of a way to log back into an Instagram account..?
      I was dumb forgot the account password. I appreciate any assistance you can give me!

    • @trentondash6739
      @trentondash6739 3 ปีที่แล้ว

      @Bryson Mitchell it did the trick and I finally got access to my account again. I'm so happy:D
      Thank you so much, you saved my ass :D

    • @brysonmitchell8895
      @brysonmitchell8895 3 ปีที่แล้ว

      @Trenton Dash You are welcome :)

    • @WhitfieldR
      @WhitfieldR ปีที่แล้ว +4

      @@brysonmitchell8895 nice try guys

  • @klassigkatt
    @klassigkatt 3 ปีที่แล้ว +17

    would love a more in depth tutorial on making the different tiles!

  • @sakeiru1833
    @sakeiru1833 3 ปีที่แล้ว +7

    This is clever to use this. I'd really love to know more about the 3D Level generation. That's awesome to find such a good video

  • @OllieboyOA
    @OllieboyOA 3 ปีที่แล้ว

    Great to stumble upon this! The grid-based 3D with construction is something I am working through at the moment (using Godot rather than Unity) and you covering the underlying principle was incredibly helpful, rather than any engine-specific tutorial. I guess I will need to work on my art to make it a bit more unique, though, as the low-poly cell shading look was what I have been going for, but you guys do it so well. Thanks again!

  • @calendulaprox2155
    @calendulaprox2155 ปีที่แล้ว

    Thank you for sharing your knowledge. This proved to be very helpful.

  • @mauzy2112
    @mauzy2112 ปีที่แล้ว +1

    Just a heads up, when doing the meshes in blender, to make them look seamless, you need to mark the border edges as sharp, and THEN use sharp edges.

  • @manageradv6905
    @manageradv6905 3 ปีที่แล้ว +1

    Thank you for video! I have plan to make my first game the same method!

  • @felixstrau7880
    @felixstrau7880 3 ปีที่แล้ว +1

    Super Video mit zu einem sehr spannenden und hilfreichem Thema! Alle Eckpunkte angesprochen und für mich die perfekte Art von "Tutorial" um es selber mal auszuprobieren ohne einem Schritt für Schritt Tutorial folgen zu müssen. Super Lerneffekt! Danke und gerne mehr :)

  • @Tomyk9991
    @Tomyk9991 3 ปีที่แล้ว +7

    Think about merging the "Tiles" into one bigger mesh. This will boost your performance and reduce your gameobject count...

    • @ebbflowgames4778
      @ebbflowgames4778  3 ปีที่แล้ว +2

      Yup! If your environment is static, this can be a great optimization. It also makes your environment prefabs so much smaller and faster to work with.

    • @anoncoms
      @anoncoms 3 ปีที่แล้ว +2

      How would you do this?

    • @KetoneCharger
      @KetoneCharger 2 ปีที่แล้ว

      hmm.. interesting method about merging tiles into bigger mesh. i think there's a asset on the asset store to do this

  • @KamekoTsuruga
    @KamekoTsuruga ปีที่แล้ว

    came here for the tutorial but the game actually looks pretty cool

  • @katerynakomar1375
    @katerynakomar1375 3 ปีที่แล้ว

    Hi, thanks for the great lesson! Found a few really useful things.
    I love how your game is looking, so waiting for tutorial about material ;)

  • @tehuster
    @tehuster 2 ปีที่แล้ว

    Cool game and nice tutorial/ showcase. I'm very interested in seeing a more in depth view of the cool tools you made.

  • @arturertel
    @arturertel 3 ปีที่แล้ว

    Thank you! I would love to see more.

  • @lpenn
    @lpenn 2 ปีที่แล้ว +1

    I'm legit doing this myself. would love to see how you did procedural textures

  • @TOP10TVGER
    @TOP10TVGER 2 ปีที่แล้ว +1

    Der Deutsche Akzent klasse video

  • @dontCallMe..
    @dontCallMe.. 2 ปีที่แล้ว +1

    nice game i will play it

  • @GTexperience_Channel
    @GTexperience_Channel 7 หลายเดือนก่อน

    Bare Jams - Ebbs & Flows
    Go check it out, their music is awesome and your studio name reminded me of it.

  • @dreirxge
    @dreirxge 2 ปีที่แล้ว

    It's so cool how you can place buildings with indicators. Can you make an in depth video on how you made it? Did you stack a smaller grid on top of your larger grid?

  • @ngajikoding5919
    @ngajikoding5919 3 ปีที่แล้ว +2

    Thanks for the sharing bro, nice to see passions there, stay healthy
    ~Friendship through programming~

  • @Paul-Jean
    @Paul-Jean ปีที่แล้ว

    Very cool devlog !

  • @r8Rusoski
    @r8Rusoski 2 ปีที่แล้ว

    Very interesting, thank you very much

  • @SkifNomadcat
    @SkifNomadcat 3 ปีที่แล้ว

    This is great! Thank you for sharing

  • @TheJazzygeoff
    @TheJazzygeoff 3 ปีที่แล้ว +1

    I love the look of this, and the approach. I wonder, how do you go about making that lovely "constraining" object-placement grid appear please? Is it part of Unity's built-in 2D grids, or hand-made?

    • @ebbflowgames4778
      @ebbflowgames4778  3 ปีที่แล้ว

      i'm not 100% sure which grid you mean. if you're talking about constraining 3D objects to move only on a grid, Unitys Pro-Grid plugin is sometimes great for that.

    • @TheJazzygeoff
      @TheJazzygeoff 3 ปีที่แล้ว

      @@ebbflowgames4778 Thanks, I was meaning the elegant way that when a character is about to place a building, a beautiful grid of highlighted squares appears to show which squares are allowed and which turn red to indicate an obstacle. Is that a grid where you tint the squares, or some sort of world-space UI? It looks great.

  • @Definitely_a_Fox
    @Definitely_a_Fox 3 ปีที่แล้ว +2

    I've been trying to figure out how I'd do something similar for a dungeon crawler I'm making.
    This is a very neat look into an implementation that's similar to what I want for my game!

    • @ebbflowgames4778
      @ebbflowgames4778  3 ปีที่แล้ว +1

      we're actually working on procedurally generating some dungeons currently and might do a devlog about this in a couple of weeks as well :)

  • @tessbott
    @tessbott 3 ปีที่แล้ว +1

    Great tutorial! Would have loved to see more of that procedural generation code and how it translates the heightmaps into the rule tiles. But I think I can grep enough of the concept to recreate it with enough time and effort.

  • @top6tamil285
    @top6tamil285 3 ปีที่แล้ว

    good explanations.. very useful.. thanks

  • @ElDonitazz
    @ElDonitazz 3 ปีที่แล้ว

    no way, this is nuts!

  • @drinkspartypack
    @drinkspartypack 3 ปีที่แล้ว

    I just got into unity and had no idea there is a built-in 3d tile map. Awesome!

  • @PaulJonesy
    @PaulJonesy ปีที่แล้ว

    Just a thought - when trying to flatten the sides, wouldn’t it be easier to use a Boolean modifier?

  • @johannesneyer4421
    @johannesneyer4421 3 ปีที่แล้ว +1

    Hi,
    super cooles Video.
    Ich suche grade auch eine Möglichkeit Maps möglichst automatisch zu generieren.
    Bei Valheim wird das ganze ja auch prozedural gemacht, allerdings gibts da das Problem, dass man keine Höhlen graben kann, da alles in y Richtung aufeinander aufbaut.
    Mit eurem Ansatz der 3D Tiles könnte man da glaube ich gut was machen. So eine Art Mischung aus Valheim und Minecraft. :)
    Tip top, weiter so :) Ich bin gespannt was von euch noch so alles kommt.

  • @prateekjangra2917
    @prateekjangra2917 3 ปีที่แล้ว

    Nice video Mate:)

  • @shuanshuanzai
    @shuanshuanzai 2 หลายเดือนก่อน

    How do deal with the collinders? Create prafrab?

  • @madacsg
    @madacsg ปีที่แล้ว +2

    Oh. This game, this project is dead now. I am so sorry. 🥺

  • @whoshotdk
    @whoshotdk 3 ปีที่แล้ว

    I recently built something similar in Javascript - a 3D chunk map that serializes to/from JSON. For cube-like tiles its a simple case to determine which faces/vertices are required and which are not, then collating that data into a single model per chunk.
    More complicated tile models are ... more complicated ... I cheated by simply checking which faces meet the 'edge' of the tile (one of their vertice' components is a -1 or 1) and intersect those with the adjoining tile face(s). It isn't elegant, and I think if I were to do it again I might just design additional assets and pick them appropriately myself rather than have the program do it.

  • @dontCallMe..
    @dontCallMe.. 2 ปีที่แล้ว

    why is it no more available on steam =( i want to play it and the websit is no longer available

  • @voulyful
    @voulyful 3 ปีที่แล้ว

    Wird es zum dem 3D Tile Based Generation noch ein Tutorial geben? Würde so gerne auch so ein Terrain bauen..

  • @KetoneCharger
    @KetoneCharger 2 ปีที่แล้ว

    nice! do you find any lag when implementing it this way? i've made a similar method, but when the the generated world is large, it lags. So i would have to resolve to culling the tile from view to make it more performant.

    • @niuage
      @niuage ปีที่แล้ว

      The solution is simply to NOT generate a large world, as obvious as it sounds :) Just break it up into chunck. Where the camera gets close to the edge of the loaded chunks, load more in the background. And you can remove the chuncks that get too far off from the camera (or disable them).

    • @azzzertyy
      @azzzertyy ปีที่แล้ว

      @@niuage ... you know thats what culling is... right? the thing they said theyd have to do...

    • @niuage
      @niuage ปีที่แล้ว +1

      ​@@azzzertyy Well, when people refer to culling, they usually do not mean "chunks". They mean not rendering objects that are out of the camera field of view. That's different from what is actually generated around the player, in memory, as well as the associated process of not generating the whole world right away when the map/scene is loaded.
      It's possible that the "chunks" system is what they meant, but it wasn't very clear in the way they said it, because they said "culling the tile **from view**", which to me sounded like they were referring to what culling traditionally means. So I dont think it's an issue for me to add a comment to help them out in case.

  • @jamesnichols7276
    @jamesnichols7276 ปีที่แล้ว

    can we get an in-depth tutorial?

  • @anthonygibbs9245
    @anthonygibbs9245 3 ปีที่แล้ว

    great video, thank you for sharing

  • @woodoowooda_yt1713
    @woodoowooda_yt1713 3 ปีที่แล้ว

    Does all those tiles affects in any way performance in game? I see a lots of game object and was wondering about it

    • @ebbflowgames4778
      @ebbflowgames4778  3 ปีที่แล้ว +1

      it depends on the scale of the world and what other things are happening in the game. an easy further optimization step would be to combine the meshes into bigger, fewer ones (like "chunks").

  • @DarkDancerZM
    @DarkDancerZM 3 ปีที่แล้ว

    Are you guys for hire? Serious inquiry ;)!

  • @blau-weisser-fischkopp
    @blau-weisser-fischkopp 2 ปีที่แล้ว

    Hi! I saw you took down the game on steam :( I would really enjoy to play it. Is there a chance to get a key for it? I will of course pay for it.

  • @rabenfreund5323
    @rabenfreund5323 3 ปีที่แล้ว

    Great video!

  • @lawrence9713
    @lawrence9713 ปีที่แล้ว +1

    just checked out the steam page, yikes

  • @gavinw77
    @gavinw77 2 ปีที่แล้ว

    Looking for a video that makes a 3d world in 50 seconds.

  • @comottore
    @comottore 2 ปีที่แล้ว

    hi, have you the project with the scripts??

  • @LioncatDevStudio
    @LioncatDevStudio 3 ปีที่แล้ว

    I saw that each of your tiles have a box collider.
    Doesn't that cause performance dips?

    • @ebbflowgames4778
      @ebbflowgames4778  3 ปีที่แล้ว

      for our current world size, having individual box colliders is not a performance problem. It wouldn't be too hard to optimize this though i think :)

  • @ShelleyBassett
    @ShelleyBassett 3 ปีที่แล้ว +1

    I'd love to peep the code for this!

  • @starvr
    @starvr ปีที่แล้ว

    Where's the BOOM key? LOL

  • @DOntTouCHmYPaNDa
    @DOntTouCHmYPaNDa 3 ปีที่แล้ว

    This is a little bit of a stretch, but could you post your code?

    • @DOntTouCHmYPaNDa
      @DOntTouCHmYPaNDa 3 ปีที่แล้ว

      If not, I would very much appreciate a more in-depth tutorial. I am veeery new and this is almost exactly what I’m trying to do.

  • @artetrastudios4140
    @artetrastudios4140 2 ปีที่แล้ว

    Why no github source code?

  • @totobono4
    @totobono4 ปีที่แล้ว

    In 60 seconds

  • @DommageCollateral
    @DommageCollateral 3 ปีที่แล้ว

    welches plugin hast du für die tilemap benutzt?

  • @denn501
    @denn501 3 ปีที่แล้ว

    Cool !

  • @bongi83
    @bongi83 3 ปีที่แล้ว

    bin mal sehr gespannt was ihr so aus dem game macht. hat Ähnlichkeiten mit Stonehearth. was ja nie wirklich fertig geworden ist... :(

  • @glowiever
    @glowiever 3 ปีที่แล้ว

    dude how's the prospect of indie gamedev? I'm tired of wageslaving :'(

    • @ebbflowgames4778
      @ebbflowgames4778  3 ปีที่แล้ว

      This can vary greatly, some indie devs can work with a nice salary, others don't make it.

    • @glowiever
      @glowiever 3 ปีที่แล้ว

      @@ebbflowgames4778 are you doing well in gamedev?

  • @Ochenter
    @Ochenter 2 ปีที่แล้ว

    Lovely tutorial, but do please omit the f.... background music, It is irritating for these kind of learning vids. Besides sucks a lot.