If you don't wanna use Jolt and rely on physics, you can use multimesh and gpuparticles. Sometimes, have the object already on the scene is better than instantiate, just switch the position. It's all about optimization in the end if your game needs it.
thank you for your comment .. agreed.. using particles is a very efficient way to do it.. I've used that method a lot for destroying small objects, or objects that are far away from the player (like 3rd person shooters)..👍
I can't thank you enough for explaining things far more completely than most... too many people are trying to teach you something far too fast and they skip so much... ie Learn "some in depth subject" in under 5 min... I personally like the long form stuff... TLDR... you are awesome thanks!!!
I appreciate your kind comment 🙂 and I agreed 100%, I think its more easy and interesting to understand the core concept despite of memorizing it.. so I really put all my efforts to explain all the details..
In blender just add -col to end of each object and it will have a collision shape when imported. Preferably you could do a batch rename then add -col to end of object
LeLu this is great, I am using the same method in my game and I felt completely validated as a gamedev lmao. A quick tip if someone is gonna use this for objects that destroy on contact and are initially resting: your object is breaking because its touching the floor and triggers the break when spawning? Put it on an invisible pedestal that isn't in a 'floor' layer. Don't go around making weird stuff with layers and detections like I did.. (Just remember to queuefree the pedestal at runtime when your object is moved/touched)
Great tutorial! Thank you! I am happy to find about the Jolt (and how easy it was to install), because it also fixed my CharacterBody3D getting stuck at corners in the level. :)
thanks :D .. oh yes, im planning to create a discord group in the future.. and have some interesting plants for 2025, to improve the channel and more..
This is a nice effect, and I've been using it for an effect in my game. Though originally I'd do the physics in Blender and bake the animations. Only recently, have I been able to create the same effect, but with randomness using Godot's physics (which are crap btw). I installed the jolt add on and it can handle a lot more, but not by much. Each of my cell fractured import objects have over a 100 pieces. Godot's default physics engine can barely handle 4 of those. Jolt can handle about 20 before the fps starts to drop.
thank you for sharing your experience. 🤔 that's very interesting, so it would be 20 x 100 pieces = 2000 physics pieces (+or more if there are multiple materials).. I'm wondering if that is a CPU or GPU overflow.. for instantiating all these objects... how many Resources do you have in the scene? maybe its possible to solve it if its a CPU overflow.. by using C++ (GDExtensions) instead of default GDScript code..
that's a good idea.. can save a lot of time, specially if the videogame will handle a lot of destructible objects.. but for this tutorial i just wanted to keep things simple, and since its just 1 objects decided to do it in the long way.. lol
that's a good question.. 🤔 I thinks its possible, but animated meshes are complicated.. it needs to be done in a complete different way.. i would export the skeleton with sepparated parts and just hide the parts while instantiating a "copy" of that part with rigid body..
es cierto.. se me habia olvidado esa funcion de Godot+Blender ... pero no estou seguro si funcione del todo bien, para esta calabaza lo ideal es que la collision de los pedazos sea del tipo "single convex"
yes.. i think its completelly possible, since there is a Jolt-Physics plugin for phone as well.. that can help a lot.. but In case of games for low-end or old phones, probably better to dont use physics and just spawn a smoke cloud +particles (random debris flying around)..
Gracias Kao 😋.. jeje.. por cierto, creo que tendre algo de tiempo libre la proxima semana, asi que podre poner manos a la obra.. en especial si ya estan las animaciones nuevas listas..
If you don't wanna use Jolt and rely on physics, you can use multimesh and gpuparticles. Sometimes, have the object already on the scene is better than instantiate, just switch the position. It's all about optimization in the end if your game needs it.
thank you for your comment .. agreed.. using particles is a very efficient way to do it.. I've used that method a lot for destroying small objects, or objects that are far away from the player (like 3rd person shooters)..👍
@@Le_x_Lu can u do a 3d particle emission?
@@-joker2010 I'm planning to do a similar workflow later on.. in another tutorial about ground damage and effects..
@@Le_x_Lu great. i honestly wants to see that. cause ive never seen particle emission for 3d
The jolt comparison at the end is great! amazing work!
I can't thank you enough for explaining things far more completely than most... too many people are trying to teach you something far too fast and they skip so much... ie Learn "some in depth subject" in under 5 min...
I personally like the long form stuff... TLDR... you are awesome thanks!!!
I appreciate your kind comment 🙂 and I agreed 100%, I think its more easy and interesting to understand the core concept despite of memorizing it.. so I really put all my efforts to explain all the details..
In blender just add -col to end of each object and it will have a collision shape when imported. Preferably you could do a batch rename then add -col to end of object
thats a very usefull tip 🤍 will try that, thank you so much..
If you add -rigid instead of -col, Godot will import it as a rigid body with collisions, ready to go.
your live saver for action games
Awesome tutorial! How did you do the splat on the floor? Is that a decal?
yes.. Its a Decal.. 🙂 I've also added some flying sparks effects to make it look even better..
Great job! Praise Le Lu!
Awesome tutorial. Love your concept demo also. Looks really amazing.
Your video is the most detailed, comprehensive, and easy-to-understand one I have ever seen. Thank you!
Awesome work as always LELU!
Hey Matt.. thanks mate 🤍
Awesome vid, learned heaps, thanks 🙏
Instantly liked!
Thanks for sharing this video, it has valuable information and I've learned some new things regarding how to use Godot.
LeLu this is great, I am using the same method in my game and I felt completely validated as a gamedev lmao.
A quick tip if someone is gonna use this for objects that destroy on contact and are initially resting:
your object is breaking because its touching the floor and triggers the break when spawning? Put it on an invisible pedestal that isn't in a 'floor' layer. Don't go around making weird stuff with layers and detections like I did..
(Just remember to queuefree the pedestal at runtime when your object is moved/touched)
Great video
Sick! The sword slice is very convincing 😮
Very nice videos! Keep up the good work you are awesome!
Very cool thumbnail!
Thank you for a wonderful VFX tutorial.
Great tutorial! Thank you! I am happy to find about the Jolt (and how easy it was to install), because it also fixed my CharacterBody3D getting stuck at corners in the level. :)
¡Muy buen video! Gracias por compartirlo.
Cool effect and catchy intro, nice!
great video, love to see more, you are a hero. If you can make a discord to grow your community, please do!
thanks :D .. oh yes, im planning to create a discord group in the future.. and have some interesting plants for 2025, to improve the channel and more..
So usefull!!! Thanks ❤
🔥, thanks!
Amazing ❤
Amazing video! Good that i use jolt physics by default 😀
Hey Marcel...😊 thanks mate .. same here, Jolt physics is amazing, always use it in my projects..
note: I also like Rapier Physics a lot, since even if its not as powerfull as Jolt, its deterministic which makes it also a great choise..
This is a nice effect, and I've been using it for an effect in my game. Though originally I'd do the physics in Blender and bake the animations. Only recently, have I been able to create the same effect, but with randomness using Godot's physics (which are crap btw).
I installed the jolt add on and it can handle a lot more, but not by much. Each of my cell fractured import objects have over a 100 pieces. Godot's default physics engine can barely handle 4 of those. Jolt can handle about 20 before the fps starts to drop.
thank you for sharing your experience. 🤔 that's very interesting, so it would be 20 x 100 pieces = 2000 physics pieces (+or more if there are multiple materials).. I'm wondering if that is a CPU or GPU overflow.. for instantiating all these objects... how many Resources do you have in the scene? maybe its possible to solve it if its a CPU overflow.. by using C++ (GDExtensions) instead of default GDScript code..
The Jolt physics engine will be directly implemented into Godot in the upcoming 4.4 update! 🥳
Yess!!!, I'm very excited about it 😋 probably one of the best updates ever..
Thank you for the video I loved it.
I think you might use a script to make all the little rigid body 3d, will be much faster.
that's a good idea.. can save a lot of time, specially if the videogame will handle a lot of destructible objects.. but for this tutorial i just wanted to keep things simple, and since its just 1 objects decided to do it in the long way.. lol
wow
Hey! It's been a while, Sensei!
Is there a way to use this method to make mutilatable enemies? Like chopping off monster limbs?
that's a good question.. 🤔 I thinks its possible, but animated meshes are complicated.. it needs to be done in a complete different way.. i would export the skeleton with sepparated parts and just hide the parts while instantiating a "copy" of that part with rigid body..
Para mayor facilidad pon al final "-col"
es cierto.. se me habia olvidado esa funcion de Godot+Blender ... pero no estou seguro si funcione del todo bien, para esta calabaza lo ideal es que la collision de los pedazos sea del tipo "single convex"
👏👏👏👏👏👏👏👏👏👏👏👏👏
❤❤😊
This is gonna be hard to do on a phone😂
yes.. i think its completelly possible, since there is a Jolt-Physics plugin for phone as well.. that can help a lot.. but In case of games for low-end or old phones, probably better to dont use physics and just spawn a smoke cloud +particles (random debris flying around)..
🥺🙏💝
Tu inglés está bastante decente.
aun me falta pulirlo mucho.. pero, lo importante es que se entienda.. jeje
@@Le_x_Lu olvidate, es la que va.
wow que guapo
Gracias Kao 😋.. jeje.. por cierto, creo que tendre algo de tiempo libre la proxima semana, asi que podre poner manos a la obra.. en especial si ya estan las animaciones nuevas listas..