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- Просмотров 8 759
Kuju
Добавлен 6 июл 2013
Fat Goblins - 2024 - Tokyo Gameshow Trailer
Wishlist now on Steam!
store.steampowered.com/app/2450350/Fat_Goblins/
Uploading a quick edited down version of the Tokyo Gameshow application Trailer since there are some nice improved graphics and features to show off since the original announcement trailer!
Prepare for goblin-packed, hat-stealing, and princess-fattening team based 16v16 combat! Siege the castle walls, rescue your pudgy princess, fatten up the enemy princess with delicious meat, unlock new hats & weapons, and kill each other repeatedly in silly and chaotic PvP war!
store.steampowered.com/app/2450350/Fat_Goblins/
Uploading a quick edited down version of the Tokyo Gameshow application Trailer since there are some nice improved graphics and features to show off since the original announcement trailer!
Prepare for goblin-packed, hat-stealing, and princess-fattening team based 16v16 combat! Siege the castle walls, rescue your pudgy princess, fatten up the enemy princess with delicious meat, unlock new hats & weapons, and kill each other repeatedly in silly and chaotic PvP war!
Просмотров: 724
Видео
FAT GOBLINS - New Graphics & Map Showcase! 2024
Просмотров 5614 месяца назад
Map overhaul is done! Just about. Grass map and mountain map have been massively visually improved, along with a better graphics pipeline that allows for more stylistic effects, more lights, more decals, all with better performance. (I typically get about 400 fps on both of these maps.) It was especially fun to work on the volumetric fog for the mountain map... I think it turned out really nice...
Fat Goblins Announcement Trailer! 2024!
Просмотров 2,2 тыс.10 месяцев назад
Wishlist now on Steam! store.steampowered.com/app/2450350/Fat_Goblins/ Prepare for goblin-packed, hat-stealing, and princess-fattening team based 16v16 combat! Siege the castle walls, rescue your pudgy princess, fatten up the enemy princess with delicious meat, unlock new hats & weapons, and kill each other repeatedly in silly and chaotic PvP war! Fat Goblins will launch in early 2024!
GJK / EPA In A Specific Direction - Faster Time of Impact Physics - Custom Algorithm
Просмотров 747Год назад
Be sure to check out my game on steam! store.steampowered.com/app/2125410/Into_the_Spiritwell/ And check out the code for this here: github.com/kujukuju/kodaphysics Quick Summary: Basically your goal with this algorithm is to create a triangle in the minkowski difference. Iteratively move the triangle over until it intersects the directional ray (the direction you want to resolve the collision ...
Two Different & Unknown GJK Algorithms, Visualized, Implemented, and Explained
Просмотров 4,5 тыс.Год назад
There are actually two different GJK algorithms! You can really only find information online about one of them, which I refer to as the shortcut algorithm. First, be sure to check out and WISHLIST my game on steam! store.steampowered.com/app/2125410/Into_the_Spiritwell/ Catch my gamedev and gamejam stream sometimes! twitch.tv/kujukuju/ To see the code for both algorithms, check out my github re...
Indie to the rescue
When the game will be available exactly? I can't waaaait! I was playing so much Fat princess before 🍰
thankyou, I really hope this makes it
gonna have to play this since they wont port the damn game. still looks pretty good not gonna lie
thanks appreciate it!
Personally I feel mages shouldn’t be that fast. The power of a mage drives from their ability to control the field by freezing their enemies. I remember playing Fat Princess competitively, a team of Ice mage can freeze a group of enemies endlessly, when an enemy would unfreeze then next mage will have its charged ability ready and would reapply the freeze thus group of mages would alternate nearly perma freezing opponents. This makes mages very powerful in team strategies but to balance their power I believe it’s best for them to be not as mobile. If you give them a blinking teleport ability like perhaps consider putting mage in a charging state or have them cast a spell for 1 second before teleporting instead of something that occurs instantly. They will still be able to teleport great distance but the slight delay gives opponent’s opportunity to capitalize on their vulnerable state.
Been waiting for this game since it's first trailer !
amazing
what the heck
Coming to xbox when?
Nice! I loved this game back in the day (Fat Princess). I used to run around the map using the warrior dash glitch 😅 I was also a solid Priest
Glaiveblade dash is also in Fat Goblins! Not sure exactly how it will end up being used yet though, I guess that'll be up to everyone to figure out.
Can’t wait!!!
Looks amazing
fat princess looked better 😥
really hope this game succeeds, Fat Princess was my favorite game
Mad nostalgic 😭
YESSS!
Is this algorithm fastest? I want to compare different collision algoritms.
hey, it would depend on your specific use case, but I would say GJK + EPA is more or less the industry standard for resolving overlaps. it works with any shapes, and also in 2d. (so, it's probably the fastest generic algorithm if I had to guess...)
Very nice video! Please continue!
Got chills watching this. Great work. The wizard is about ready to do a dash grab.
The nostalgia is real
in the new trailer, does he win the 1v2 at 0:37 lmao
Naw... Dark priest isn't super self sufficient compared to other classes...
Some games encourage cooperation but good games let you toss one another for shits and giggles
0:51 Me when someone's wishlist doesn't have Fat Goblins.
Amazing 😎👏🏻
Fantastic. Thanks
It's looking so gooood!
I loved Fat Princess, glad to see a game inspired by it. I also think a lot of former Happy Wars players on Steam will pick this up, similar in gameplay as well.
Wow havent heared about happy wars in so long
Thanks man! (I recognize you from the discord!) Yeah happy wars was great too. It really feels like no game has touched on this genre in a long time.
Fat Goblins woooo
Is that rat-human from "From the New World" anime? That's one of my favourites anime
It's a really cool anime. I would love to see some more exploration of that world. The ending has a huge plot hole though... Why did she die when she killed the rat? She wiped out an army of them earlier and it didn't bother her.
Omg I can't wait for this version to come out so exciting!!!!! 🎉🎉❤❤
畫質怎麼比2000年左右的遊戲還….
wow nice !
amazing
I can’t wait for this
Nice Game But Very Copied Look From Fat Princess
If I recall correctly, the Dev did that on purpose because Fat Princess isn't available anymore
Yes I hope they copy it more! To the TEE!
Good
you deserve at least x10'000 more subs man
This looks awesome. I loved Fat Princess and cant wait to play this!
Thanks! I'm hoping to start uploading new videos and content to youtube within a few weeks! (The game has also visually improved quite a lot IMO.) Stay tuned!
is the main goal of this algorithm is to find the edge (let's call it A) of the minkowski sum that is closest to the origin and then move the minkowski sum along the direction that is perpendicular to A until the origin is on A? (sorry my english sucks so i couldn't catch up with what you said in the video)
That's kind of right. The ultimate goal of this algorithm is to find a shape that encloses the origin. If the origin is inside the minkowski sum, then you know that the shapes intersect.
can this algorithm be applied for rotational collision?
It could be applied to rotational collision in the same way it can handle a "bullet" or travelling along a velocity line. You just check all the vertices of the of the shape with rotation 1 and rotation 2, and find the best vertex. It will treat the object as if you're drawing lines between all the points being rotated on the shape.
My guy, so much appreciation for this. Recently I've been redoing my engines contact creation using Dirks GDC talk. The "shortcut" method as you describe has just been plaguing my search results
Im trying to understand but you don’t really explain what you mean by “in the direction of the origin”. It makes sense for a point, but what do you mean when you have a line, triangle, or tetrahedron? It would also be easier to see if you moved the spheres such that the lines aren’t so close to the origin.
Without looking back at the exact context of the video, "in the direction of the origin" for a point means, as you expect, just towards the origin. From a line probably means "in the direction of the origin" AROUND the line. So whatever perpendicular/orthogonal direction from the line is closest to the origin. From a triangle would be whichever face normal (positive or negative) is going most towards the origin. From a tetrahedron, typically for GJK you would find which of the normals of the 4 triangles (actually only 3 because you know the back triangle is impossible) is pointing closest to the origin. And you would replace your tetrahedron with that triangle and then repeat the triangle case above to further expand into a tetrahedron that is now closer to the origin. For most of these non-point cases, depending on the type of GJK you're implementing, you might also need to consider every single case before it. So for a line, you need to consider the perpendicular directions AND each of the 2 vertices. It seems pretty confusing explaining it all at a high level over text like this, so if it's still hard to follow I'd check out caseys video if you can ignore the quality. ruclips.net/video/Qupqu1xe7Io/видео.html
This is absolutely the best explanation of the GJK algorithm that I have found. Thanks!
Thanks! Im trying to write my own physics engine and it helped me alot to understand gjk