CS2's Responsive Smoke with Godot 4 In 5 Minutes

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  • เผยแพร่เมื่อ 1 เม.ย. 2023
  • Here's how I implemented a similar mechanic to Counter-Strike 2's Responsive Fog in Godot 4 in 5 minutes.
    Resources:
    Github - github.com/CBerry22/Reactive-...
    Fog Blog - godotengine.org/article/fog-v...
    Cs2 Trailer - • Counter-Strike 2: Offi...
    Fog in Godot: • What the FOG? Godot 4
    Volumetric Fog in Unity - • Coding Adventure: Clouds
    Models:
    sketchfab.com/3d-models/train...
    sketchfab.com/3d-models/scifi...
  • เกม

ความคิดเห็น • 180

  • @vintprox
    @vintprox ปีที่แล้ว +146

    This is staggering how we can pierce through the fog and get an immersive response.

  • @demian5631
    @demian5631 ปีที่แล้ว +96

    Awesome! I think having the cylinder Fog Volume scale up and rotate as it punches a hole through the Volume would add a nice little bit of realism, as it would emulate the air Vortex a bullet leaves in its wake.

    • @crigz
      @crigz  ปีที่แล้ว +17

      Yeah that sounds like a great idea!

  • @merthyr1831
    @merthyr1831 ปีที่แล้ว +40

    Amazing work, and a great demo of Godot's new potential!

  • @unfa00
    @unfa00 ปีที่แล้ว +30

    I was wondering about this ever since I saw footage from the game. Thank you for making it real and showing everyone how it can be done :)

    • @bosnianlain
      @bosnianlain ปีที่แล้ว +1

      oh its the linux music dude, hello

  • @MakotoIchinose
    @MakotoIchinose ปีที่แล้ว +83

    I'm more inclined to think CS2's implementation is "fake" volumetric sprite with the position and visibility controlled by 3D voxels (as shown in the BtS part of the trailer video), as opposed to single 3D volume like that, which the former could offer more performance than the latter.

    • @crigz
      @crigz  ปีที่แล้ว +20

      I cover that quickly at the end of the video. The way Godot implements the volumes there isn't much performance impact for using volumes as voxels.

    • @Pandaxtor
      @Pandaxtor ปีที่แล้ว +1

      Which make sense considering how picky CS players are with their frame rates. Anything that hogs your pc to 30 fps (even 60 fps) is a big no no.

    • @Thirty-Two
      @Thirty-Two ปีที่แล้ว +3

      @@Pandaxtor only 60?

    • @Pandaxtor
      @Pandaxtor ปีที่แล้ว +14

      @@Thirty-Two CS players want thier game to run at +120 fps.

    • @reJECT0
      @reJECT0 ปีที่แล้ว +7

      ​@@Pandaxtor240+ is standard, a lot of CS players are moving to 240Hz monitors

  • @Polygarden
    @Polygarden ปีที่แล้ว +22

    Great tutorial! I didn't even know that there is a fog shader type available. Very helpful content, thank you very much!

  • @epmcgee
    @epmcgee ปีที่แล้ว +4

    "This is a 16x16 noise texture," that is a QR code, sir.

  • @sporktank
    @sporktank ปีที่แล้ว +6

    TIL about volumetric fog! Great video, particularly liked the bullet effect. 😁

  • @FrizyOficial
    @FrizyOficial ปีที่แล้ว +87

    valve: 10 years
    crigz: 5 minutes

    • @inedholp1565
      @inedholp1565 ปีที่แล้ว +1

      tbf, i think the way volumes were handled in source were limiting, so they had to upgrade the engine to fix it

    • @envisionformula4007
      @envisionformula4007 ปีที่แล้ว +7

      @@inedholp1565 yes. godot had the volumetric fog available for crigz to use, whereas valve had to implement everything from the ground up

    • @0xDreamy
      @0xDreamy ปีที่แล้ว +2

      @@envisionformula4007 isnt valves csgo team still way bigger than godot's team

    • @gizzmicbob
      @gizzmicbob ปีที่แล้ว +18

      CS2 smokes look much better than shown here. I'd guess the performance was much better as well, Valve has a history of doing their best to make their games run on a potato. Not necessarily a fair comparison. As the first reply in this thread mentioned, Source 1 at this point is so old, trying to implement volumetric smokes would've been a mess.
      The smokes have not been what's taken them so long though, no one is "impressed with the tech" - we're surprised at the gameplay it offers. Valve basically built Source 2 from the ground up. They were trying to remove all legacy code to build a much better engine from the start. Godot has been around much longer than the first version of Source 2, it should be more feature rich.
      They've built engine features when they've needed them. CS2 had tons of basic game engine features missing that had to first be developed.
      Even with a good engine, building a game takes time. I believe over the years, they've only had a handful of developers working on the game. If you research how Valve operates, the employees are given more freedom is taking on tasks they want to.
      Valve has about 1.1k employees for ALL their games, web development, marketing, app development, Linux compatibility development, hardware engineering/design, engine development, customer support, etc..
      But all that aside, Valve has only recently expressed interest in CS2. They've dabbled in it over the years, but with CS:GO only growing, the last thing they want to do is make changes that players don't like. The only reason they believe they can release CS2 is because it's almost identical to CS:GO in most ways. The major changes are expected to happen slowly after the game's release - rather change small things and see how the community reacts.
      Valorant certainly would've given them a wake-up call. It has more accessibility features and runs like a modern game in comparison. This has driven some of the more casual players to switch.
      Developing further in Source 1 would just take excessive amounts of development time for small features and bring bugs along with it. The original CS:GO codebase was developed by an 3rd-party as a port of CS:S to consoles. It is an absolute mess to work with. Most of the bugs and long-standing issues are due to the messy codebase or limitations of Source 1.

    • @thacoolest13
      @thacoolest13 ปีที่แล้ว +1

      Guys stop taking this literally

  • @octagear
    @octagear ปีที่แล้ว +4

    thank you vvvery much for making me aware that negative density is an option in fog volume composition :D very nice video to quickly sum up the workings of volumetric fog in Godot based on an example (oh an i used that 3d noise texture example for testing as well, hail the poster ;P)

  • @Blenderislove
    @Blenderislove ปีที่แล้ว +2

    Awesome demo, thanks for making it public!

  • @collin4555
    @collin4555 หลายเดือนก่อน

    Oh this is marvelously simple and adaptable. Thank you for sharing!

  • @circuitguy9750
    @circuitguy9750 ปีที่แล้ว +2

    Wow! The true skill here was not only doing this, but making it look easy.

  • @clankfish
    @clankfish ปีที่แล้ว +13

    wow, looks great. you made this look easy

    • @crigz
      @crigz  ปีที่แล้ว +5

      Godot 4 was the MVP here, the FogVolume node does all the work!

  • @AslanSilva
    @AslanSilva ปีที่แล้ว +4

    Crigz delivers once again!

  • @hungryhedgehog4201
    @hungryhedgehog4201 ปีที่แล้ว

    cool to see how up to date godot is

  • @askeladden450
    @askeladden450 ปีที่แล้ว +343

    i like everyone was like 'wow look at that smoke in cs2, revolutionary!' and then you just come along and create it in 5 minutes in a free and open source tool. Just shows how powerful godot 4 is. And how good you are ofc.

    • @ThiagoJaqueta
      @ThiagoJaqueta ปีที่แล้ว +113

      I think when people say revolutionary, it's not really about the tech, but about the design of the mechanics. I personally never seen such an interesting implementation of smoke grenades in a game before, and we've had smoke grenades in games for over 20 years.
      Closest thing I've seen was Redeye's smoke grenade on Dirty Bomb, you could counter him by using explosives to disperse his smoke grenade, but the smoke would just disappear permanently after the explosion.

    • @askeladden450
      @askeladden450 ปีที่แล้ว +14

      @@ThiagoJaqueta yea, but a lot of people including me thought they had to simulate the smoke to get this effect and were amazed it was performing well. Its pretty awesome that Godot allows this kind of flexibility with volumetric fogs. Also, correct me if i'm wrong, i dont think unity has such volumetric fog, even in hdrp.

    • @Morimea
      @Morimea ปีที่แล้ว +5

      For me in 2008 "god rays" effect in Crysis was "revolutionary DX10 feature" because I knew nothing about computer graphic.
      Knowledge of "computer graphic" is not something important, and people who overreact about it - they need touch grass.

    • @2nafish117
      @2nafish117 ปีที่แล้ว +2

      @@ThiagoJaqueta a fellow db player? Nice to meet one in the wild

    • @ChrisD__
      @ChrisD__ ปีที่แล้ว +11

      @@Morimea Boooo! This is fun hobby and career path, let people have their fun with it. Knowledge is always valuable.

  • @NoVIcE_Source
    @NoVIcE_Source ปีที่แล้ว +4

    wow this is actually a very good vid

  • @delkawy
    @delkawy ปีที่แล้ว

    Great video! I have a suggestion, something that I have never seen in other tutorials: a floor system like Tibia, where someone on an upper floor (+1) can see someone below, you can see this in any video of the game.

  • @USBEN.
    @USBEN. ปีที่แล้ว +3

    Solid useful content. Subbed.

  • @psuw
    @psuw ปีที่แล้ว +5

    Damn I really wanted to follow but then I realised I already do

  • @alexkfridges
    @alexkfridges ปีที่แล้ว +3

    Now synchronise it over a client server architecture real quick and youre done !
    Haha I'm kidding, great video.

  • @fikotta5428
    @fikotta5428 ปีที่แล้ว +5

    nice unique video :)

  • @moe__dev
    @moe__dev ปีที่แล้ว +4

    Your a life saver.

  • @YourFavoriteEnemy
    @YourFavoriteEnemy ปีที่แล้ว

    Thank you! By the way I came up with your channel thanks to gamedevJourney and his godot community spotlight. You have a really interesting channel.

    • @crigz
      @crigz  ปีที่แล้ว +1

      @GameDevJourney is a legend

  • @didinesg3324
    @didinesg3324 ปีที่แล้ว +2

    my dream is to be as proficient as you are at game development, great video

  • @ShinSpiegel
    @ShinSpiegel 11 หลายเดือนก่อน

    Mother of god, this is freaking amazing video.

  • @tsukuriMikiru
    @tsukuriMikiru ปีที่แล้ว

    I was about to look for CS2 smoke for godot because I was trying to make a bootleg CS game and yt blessed me today!

  • @DarkShroom
    @DarkShroom ปีที่แล้ว

    great video

  • @majohime
    @majohime ปีที่แล้ว +12

    Love your videos. Please make something about 3d outlines, and also xray silhouette outlines (like in Left4Dead). I think it's interesting topic that can be implemented with shaders and maybe some subviewport magic.

    • @crigz
      @crigz  ปีที่แล้ว +4

      Great idea!

    • @merthyr1831
      @merthyr1831 ปีที่แล้ว +1

      Brilliant idea. I tried to do something similar in Unity when I was working on a university project, but it was incredibly hard to do with how Unity handles submeshes that I gave up.

    • @igorgiuseppe1862
      @igorgiuseppe1862 ปีที่แล้ว

      maybe what you want is fresnel shader:
      th-cam.com/video/gruiNVU7x7Q/w-d-xo.html
      its not hard to achieve an similiar effect in godot.

    • @majohime
      @majohime ปีที่แล้ว

      @@igorgiuseppe1862 It's cool effect for highlighting object but it does outline-like thing only on simple shapes like sphere. Testing it on more complex mesh and it looks just like shader for something like unit selection highlight for strategy games. What I am talking about could be achieved with secondary viewport that could render unshaded copy of mesh and then canvas shader could use SubViewport Image as texture and do some outline drawing on it to then render above user's screen. I have that idea in mind but it so messy, I'll have to make subviewport, special camera for it that just copies everything player sees but with another Cull Mask, I'll have to resize that viewport with window in separate script, and apart from that somehow create image editing shader which I have no idea about. It will be fun If Valve just used Inverse Hull Method and somehow made it visible through walls

    • @igorgiuseppe1862
      @igorgiuseppe1862 ปีที่แล้ว +1

      @@majohime i dont know how games do it nowadays, but in the begining they indeed duplicate the geometry/render.
      it was an waste of resourcesm but got the effect done

  • @OverloadPlays
    @OverloadPlays 9 หลายเดือนก่อน +1

    i love to see more videos bro

  • @Mikelica69
    @Mikelica69 ปีที่แล้ว

    Fantastic!!

  • @TheCatofCaesar
    @TheCatofCaesar ปีที่แล้ว +1

    awesome!

  • @bleepblooplucaname
    @bleepblooplucaname ปีที่แล้ว

    Cool stuff

  • @hiiambarney4489
    @hiiambarney4489 ปีที่แล้ว

    This starting with counterstrike footage I instantly thought threeclicksphillip started learning godot

  • @darknetworld
    @darknetworld ปีที่แล้ว +4

    Great work! I wonder how to build this later.

  • @recepkarademir
    @recepkarademir ปีที่แล้ว +1

    Perfect

  • @nmhpyt
    @nmhpyt ปีที่แล้ว

    Thank god this is source two the 2nd

  • @owenlloyd2528
    @owenlloyd2528 ปีที่แล้ว

    Thank you

  • @largeuselessness
    @largeuselessness ปีที่แล้ว

    amazing

  • @bbom9197
    @bbom9197 ปีที่แล้ว +1

    ❤❤❤ more videos like this

  • @user-xd6mk4fp2l
    @user-xd6mk4fp2l ปีที่แล้ว

    Wow cool!

  • @millerbyte5579
    @millerbyte5579 หลายเดือนก่อน

    Brilliant

  • @WestEast3259585
    @WestEast3259585 ปีที่แล้ว

    this smoke is more advanced than the real life smoke man

  • @samuraikina5908
    @samuraikina5908 ปีที่แล้ว +8

    This is awesome , could you make steering behaviours for 3d, seek , avoid obstacles and also strafe? 😃

    • @crigz
      @crigz  ปีที่แล้ว +1

      I'll take a look!

    • @samuraikina5908
      @samuraikina5908 ปีที่แล้ว +1

      @@crigz thanks a lot 😁👌

  • @makarkuznetsov9619
    @makarkuznetsov9619 ปีที่แล้ว

    Great's work! I want you to make a realistic explosion and a guide like this. Thanks!

  • @Waffles_Syrup
    @Waffles_Syrup ปีที่แล้ว +5

    The only thing you missed from the cs2 smoke is that shooting through the center will not work, only shooting through the edges of the smoke will create the small tunnel.

    • @eldafint
      @eldafint ปีที่แล้ว +4

      That's not how the smokes work in CS2, you can shoot holes in them anywhere but it's most effective along the edges

    • @vortex_7
      @vortex_7 ปีที่แล้ว +1

      @@eldafint yeah i think he means that

    • @pierrotA
      @pierrotA ปีที่แล้ว

      I do not think it would be so hard to implement.
      I think the easiest way is surely to scan the adjacent smoke cubes density and normalise the value (0-1) by interpolation.
      You can then multiply your normalised value to the effect size and duration.
      Could take some ressources scaning for the adjacent cube when their is a lot of bullets in the same frame.
      To mitigate that, you could store a matrix of values that got updated each time a smoke cube is spawned/removed, calculate everything in the matrix, and only apply the effect every now and then.

  • @hieptranngoc2584
    @hieptranngoc2584 ปีที่แล้ว +1

    nice

  • @Ngong8
    @Ngong8 ปีที่แล้ว +5

    Good to know Godot 4 can achieve something like this! I wonder if this can be done to AI visual detection dynamically whenever the smoke being 'interacted' by bullets or explosions.

  • @xnet-pvzok728
    @xnet-pvzok728 ปีที่แล้ว

    Squad was doing this before it was cool

  • @solitary200
    @solitary200 ปีที่แล้ว

    Oh, and maybe a VFX overview would be good too :)

  • @kiri9979
    @kiri9979 5 หลายเดือนก่อน +1

    easiest sub of my life

  • @VitegO4
    @VitegO4 ปีที่แล้ว +1

    the difficulty isn't in effect itself, but to make it synchronized in online game with high ping limits

    • @crigz
      @crigz  ปีที่แล้ว +5

      It's no harder to sync over a network than any other game object.

    • @VitegO4
      @VitegO4 ปีที่แล้ว

      ​@@crigz unless u use dedicated server model and have to broadcast it to all players in real time

  • @TiagoTiagoT
    @TiagoTiagoT ปีที่แล้ว +8

    Could this, with a modified shader, be used for something like a celular-automata based interactive fire simulation?

    • @jkr9594
      @jkr9594 ปีที่แล้ว +4

      Now this is getting interesting!

    • @chrisxdeboy
      @chrisxdeboy ปีที่แล้ว +2

      Depends on if you can give it an emissive property

  • @bertangokalp9002
    @bertangokalp9002 10 หลายเดือนก่อน

    Please do multiplayer tutorial you are my savior if you do this!

  • @micmacha
    @micmacha ปีที่แล้ว

    I love froxels... the CSG side will eat a jagged hole in your frame rate though. Gotta treat it case-by-case.

  • @user-ty5wt1hh7i
    @user-ty5wt1hh7i 7 หลายเดือนก่อน

    круто!

  • @hery8148
    @hery8148 7 หลายเดือนก่อน

    How do you create fog directly around you? How do you stylize the fog and how do you make fog ally / enemy (allies see the smoke but can see through it and their opponents can not).

  • @rzoom895
    @rzoom895 2 หลายเดือนก่อน +1

    Does this smoke go through walls, and would a frag grenade on the opposite side of the wall impact the smoke, even though it's on the other side?

  • @KarlTheCool
    @KarlTheCool ปีที่แล้ว

    Funny thing is this version is slightly better the cutouts align with the player's aim and not the view model.

  • @firerunnew
    @firerunnew ปีที่แล้ว +2

    Cool! 0_O

  • @penguins4583
    @penguins4583 ปีที่แล้ว +4

    "Created" in 5 minutes with built-in fog.
    Step 1: make the sandwich. Step 2: Done!

  • @naraz927
    @naraz927 ปีที่แล้ว

    yo can you make a video on how we can limit the colour palette of a viewport? (so that it works for both 2d and 3d)

  • @LucasMuniz-sz8ep
    @LucasMuniz-sz8ep หลายเดือนก่อน +1

    Hi, your tutorial is very good, but every time I start the game, the error "Cannot call method "set_ease" on a null value" appears. Can you help me?

  • @solitary200
    @solitary200 11 หลายเดือนก่อน

    Could you create a tutorial on gun hand IK in Godot 4?!

  • @the-guy-beyond-the-socket
    @the-guy-beyond-the-socket 8 หลายเดือนก่อน

    how did you just drag&dropped .png into density tecture variable? for me it complains that it need 3d texture however there is no way to make one, only placeholders and blanks.

  • @solitary200
    @solitary200 ปีที่แล้ว +1

    Can you do a root animation overview?

  • @sanyi9667
    @sanyi9667 ปีที่แล้ว

    Have you seen the new UE5.2 features? is Godot4 capable of creating softbody kind of objects? deflated tires or realistic muscles?

    • @pierrotA
      @pierrotA ปีที่แล้ว

      Softbody, yes.
      Deflated tires, yes.
      Realistic muscles... Define realistic ?
      Of course UE5 is way more advanced that Godot in a lot of things (light, physics, reflections,...).
      You can do anything but it is hard to install/use/learn.
      It's very heavy (ressources/size) and hard to optimize.
      Godot is very light (ressources and size), easy to install/use/learn, and allows you to do very advanced things (like that smoke) very quickly.
      Everything work with node which allow a very fluid work flow.
      Those two engines are not even concurrent, they are too different.
      It's like saying that a forge is better that a barbecue because you cannot melt iron ingots in a BBQ.
      It may be true, but trying to cook a steak inside a forge is as stupid as forging in a BBQ.

    • @sanyi9667
      @sanyi9667 ปีที่แล้ว

      @@pierrotA big words indeed - I understand your point but softbodies are not really that good in Godot. Try working with a softbody as a cloth, there is clipping through everywhere no matter what you do. It is sad but in those cases UE5 is better. I hope in the future someone will improve those godot physics. I swear I'd do it myself if I knew

    • @pierrotA
      @pierrotA ปีที่แล้ว

      @@sanyi9667 IMO, cloths in softbody are always a mess to make, on all engines...
      But once again, UE5 is way more advanced that Godot. I never saw anyone say otherwise. Once you master it, you can do amazing things.
      I was a VR dev, I know well that Godot is not as advanced.
      But Godot is very light and work instantly on all OS.
      It can be very good if you want to make a relatively small game without all the pain that UE5 will eventually cause you (oh you forget a coma and you save ? You have created an interface and you remove it without saving ? You sneeze a little too hard ? You fool... nothing will launch now. Good luck).

  • @PrueferAuge
    @PrueferAuge 3 หลายเดือนก่อน

    i cannot put the noise png into the density texture. i get this error:
    The selected resource (CompressedTexture2D) does not match any type expected for this property (Texture3D).
    im using the image from github

  • @majoramarii
    @majoramarii ปีที่แล้ว

    0:20 how did you use world environment? I cant see any world environment node

  • @maniksharma9736
    @maniksharma9736 ปีที่แล้ว +1

    Algorithm!

  • @sslaxx
    @sslaxx ปีที่แล้ว

    Have you seen HungryProton's take on this? They're using voxels.

  • @Boildroid
    @Boildroid 10 หลายเดือนก่อน

    can I use fog to make responsive clouds?

  • @WalmartVaxei
    @WalmartVaxei ปีที่แล้ว

    valve is scared of this man

  • @stefanb4389
    @stefanb4389 ปีที่แล้ว

    Please, create a tutorial for 3D character "Click and Go" controller same as ROSE Online MMORPG and also handling stairs/steps movement using that controller. Thank you. :)

  • @urielohim
    @urielohim ปีที่แล้ว

    How does Godot handle replication?

  • @jlyn8228
    @jlyn8228 ปีที่แล้ว

    4kliksphilip!

  • @Avsword
    @Avsword ปีที่แล้ว

    3ksphilip?

  • @dankmemequeen9581
    @dankmemequeen9581 10 หลายเดือนก่อน

    Valve thinks they reinvented the wheel, then this guy shows what they did in 5 minutes XD. Nice video.

    • @vibaj16
      @vibaj16 8 หลายเดือนก่อน

      minus the lighting, multiplayer stability, more "wispy" smoke effect, smoke following players running through it, etc

  • @Art1stical
    @Art1stical ปีที่แล้ว

    Okay. Now sync it to a network without glitching or lagging.

  • @MrFutureDirector
    @MrFutureDirector ปีที่แล้ว

    a grenade should push the fog away from the explosion

  • @kyoseryt
    @kyoseryt ปีที่แล้ว

    U sound like 3kliksphilips long lost cousin

  • @KaioMobile
    @KaioMobile ปีที่แล้ว

    Seus vídeos são muito bom, que pena que não entendo quase nada kkk, eu acho que se vc dublasse seus vídeos em português seria muito bom

  • @wialwydice
    @wialwydice ปีที่แล้ว

    smoke in cs2, it's idea so good, reaIisation vaIve cringe, sry for my very bad eng

  • @faultboy
    @faultboy ปีที่แล้ว

    No we only need working Physics that the grenade does not glitch all over the place :(

  • @acf2802
    @acf2802 2 หลายเดือนก่อน

    This is a "we have smoke grenades at home" moment.

  • @madbruv
    @madbruv ปีที่แล้ว

    6CLICKSPHILIP?

  • @TennessseTimmy
    @TennessseTimmy ปีที่แล้ว

    This is proof that graphics are worth nothing.
    But game design is hard and innovation is worth way more than people think

    • @SnakeEngine
      @SnakeEngine ปีที่แล้ว

      Until you see Unrecord.

    • @TennessseTimmy
      @TennessseTimmy ปีที่แล้ว

      @@SnakeEngine seen it, but that's the point,
      I get the audio visual experience from TH-cam, I don't even have to play the game.
      Therefore graphics don't matter.

    • @vibaj16
      @vibaj16 8 หลายเดือนก่อน

      graphics are still worth plenty

  • @yiannis1236
    @yiannis1236 ปีที่แล้ว

    Godot 4 winning

  • @TheRealRobertGee
    @TheRealRobertGee ปีที่แล้ว

    If its so easy make csgo then 4Heed

  • @smit17xp
    @smit17xp ปีที่แล้ว +1

    Why valve took so much time to implements this 5 Minute feature ?

    • @JeloOW
      @JeloOW ปีที่แล้ว +1

      wasnt possible in source 1 and they only started porting csgo to source 2 like 3 years ago

    • @marwan7614
      @marwan7614 ปีที่แล้ว +1

      5 minutes ?? its minutes for you cause the godot team did all the work.

  • @grin4329
    @grin4329 ปีที่แล้ว

    Wtf 😂

  • @pingvin9166
    @pingvin9166 ปีที่แล้ว +5

    Given that godo4 was released relatively recently and earlier than gc:go, my question is, why do valves steal the toolkit with godot?

    • @crigz
      @crigz  ปีที่แล้ว +4

      Hahaha damn sneaky Valve!

    • @pingvin9166
      @pingvin9166 ปีที่แล้ว +6

      @Pogging Scout It's a joke...... I guess.

    • @igorgiuseppe1862
      @igorgiuseppe1862 ปีที่แล้ว +2

      it must be a joke, but its not impossible to happen.
      godot is opensource so anyone can look at the source code, 4.0 was realased to close to CS:GO 2 so its unlikely that they had time to copy the code and implement in their own engine, but godot 4.0 took 3 years to be relased so its not like this feature was implemented in just a few days, anyone had access to the code in its beta phase and could fork it in their own direction before godot 4 relased.
      And finally even if valve did it, it wouldnt be anything ilegal or unethical, godot is MIT , anyone is allowed to fork its code and relase it under a different licence unlike licences like GPL.

  • @2pingu937
    @2pingu937 ปีที่แล้ว

    I really wasn't amazed with Valves showcase.
    After some of the technical feats they pulled off during lockdown for HL:Alyx, this is just a dissapointment.

  • @JokeryEU
    @JokeryEU ปีที่แล้ว

    since when you can make holes in smoke with bullets ? thats not realistic at all unless they are exploding bullets. also when an object passes through smoke it will the smoke with it a bit so it cant make holes. Talking about the cs2 smoke logic

    • @randalhopkins9984
      @randalhopkins9984 ปีที่แล้ว +1

      I don't think it's supposed to be realistic it is for gameplay

  • @hornyclown
    @hornyclown ปีที่แล้ว

    Took valve 3 years to do this

  • @liamarchesin8461
    @liamarchesin8461 ปีที่แล้ว

    Hey! Nice video, but I need help with my code:
    func spawnProjetil():
    var cena = load("res://projetil/projetil.tscn")
    var instancia = cena.instantiate()
    get_tree().current_scene.add_child(novo_no)
    novo_no.add_child(instancia)
    instancia.global_position = $head.global_position
    instancia.apply_impulse(-$head.global_transform.basis.z * 10.0)
    Im trying to recreate the grenade, It spawns inside the player's head and there is no impulse... idk what to do!!

    • @liamarchesin8461
      @liamarchesin8461 ปีที่แล้ว

      I noticed that my godot preview physics only works when I alt tab the window, so the code is correct but i dont know how to fix this problem with physics