How I use Godot Navmesh3D in my grid-based Dungeon Crawler | Scars & Mettle

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  • เผยแพร่เมื่อ 17 ธ.ค. 2024

ความคิดเห็น • 8

  • @pelcox1681
    @pelcox1681 3 หลายเดือนก่อน

    Dammm thats awesome

  • @Kaio_H_P
    @Kaio_H_P 3 หลายเดือนก่อน

    Just got yourself your 51st sub. I've been thinking about trying working on a little dungeon crawler on Godot, mostly as a hobby, and your vids are really enlightening.

    • @ReverendWolfgang
      @ReverendWolfgang  3 หลายเดือนก่อน +1

      @@Kaio_H_P Thanks for the sub! I'm happy to share any details of how I do things. But bear in mind I am a hobbyist too so don't claim and guru status lol

    • @Kaio_H_P
      @Kaio_H_P 3 หลายเดือนก่อน

      @@ReverendWolfgang Actually, I'm really curious about how you added stairs and crouch passages to the grid movement, most grid movement tutorials I watched don't seem to go that deep.

    • @ReverendWolfgang
      @ReverendWolfgang  3 หลายเดือนก่อน +1

      @@Kaio_H_P forgive me for not replying earlier, i didn't seem to get a notify for this!
      all the movement is raycast based. i want the gridmap to be the source of truth for the level. so i have two sets of "directional" rays for standing and crouching, and one set for testing ground. if the directions are clear and the ground casts hit, i tween to the hit point of the ground raycast. from there, i just work on the understanding that a stair will be 1 meter taller in the center than the ground or the previous stair, letting me climb up. for the crouching, the player is meant to be "about a meter tall" so if there's a hole there, you move on through.
      if anything is unclear i'm happy to elaborate!

    • @Kaio_H_P
      @Kaio_H_P 3 หลายเดือนก่อน

      @@ReverendWolfgang If u could elaborate a bit that would be really helpful, specially for the ground cast.
      So u got raycasts in all directions both for normal player height and crouching height?

    • @ReverendWolfgang
      @ReverendWolfgang  3 หลายเดือนก่อน +1

      @@Kaio_H_P so, i have basically a big glob of raycast3d's. four at 2m height check forward, backward, left, and right. four at 1m height check the same. the last 4 sit at the ends of those raycasts pointing down. when i want to move, i check the standing raycast forward, and the raycast down. when i'm crouched, i check the crouching forward and the down. if nothing is blocking forward, and there is a ground to stand on, we move. the ground checks are just over 1m tall to allow for the stairs