- Видео 10
- Просмотров 116 094
Furkan Sarıhan
Добавлен 20 апр 2023
Game Development
FULL-BODY Simulation 🏃➡️⚽️ - Indie Football (Soccer) Game - Devlog #7
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This video was sponsored by Brilliant.
Welcome back to my game development video series! I'm developing a football (soccer) game with my custom C++ game engine.
In this video, I’ll show you how I developed the upper body part of the character simulation. I also integrated a collision detection system to enable the character’s physical interaction with the environment.
🚨 Don't forget to like, share, and subscribe if you enjoy the content!
💭 Let me know in the comments your thoughts and what you'd like to see in future episodes? Any specific f...
This video was sponsored by Brilliant.
Welcome back to my game development video series! I'm developing a football (soccer) game with my custom C++ game engine.
In this video, I’ll show you how I developed the upper body part of the character simulation. I also integrated a collision detection system to enable the character’s physical interaction with the environment.
🚨 Don't forget to like, share, and subscribe if you enjoy the content!
💭 Let me know in the comments your thoughts and what you'd like to see in future episodes? Any specific f...
Просмотров: 6 108
Видео
SHOOTING Update 🎯⚽ - Indie Football (Soccer) Game - Devlog #6
Просмотров 7 тыс.Месяц назад
To try everything Brilliant has to offer-free-for a full 30 days, visit brilliant.org/fusarihan . You’ll also get 20% off an annual premium subscription. This video was sponsored by Brilliant. Welcome back to my game development video series! I'm developing a football (soccer) game with my custom C game engine. In this video, I’ll show you the improvements I’ve made on the shooting, and ball-ki...
DRIBBLING Update 🏃➡️⚽️ - Indie Football (Soccer) Game - Devlog #5
Просмотров 19 тыс.3 месяца назад
Welcome back to my game development video series! I'm developing a football (soccer) game with my custom C game engine. In this video, I’ll show you the improvements I've made to the dribbling mechanics, on the way to completing the core gameplay of my indie football game. And later in the video, I’ll also show you how I added your national flags into the game. 🚨 Don't forget to like, share, an...
IMPROVED Character Simulation👌- Indie Football (Soccer) Game - Devlog #4
Просмотров 5 тыс.4 месяца назад
Welcome back to my game development video series! I'm developing a football (soccer) game using my own game engine. This video is a quick update on the recent improvements to my physics-based character animation system. 🚨 Don't forget to like, share, and subscribe if you enjoy the content! 💭 Let me know in the comments your thoughts and what you'd like to see in future episodes? Any specific fe...
PHYSICS-Based Animation 😲 - Indie Football (Soccer) Game - Devlog #3
Просмотров 16 тыс.5 месяцев назад
Welcome back to my game development video series! I'm developing a football (soccer) game using my own game engine. In this video, I share the details of how I designed and developed a physics-based character animation system. This system is an upgrade from the previous procedural animation system, offering more realistic and dynamic character movements. 🚨 Don't forget to like, share, and subsc...
I ADDED Goal Net Physics 👌 - Indie Football (Soccer) Game - Devlog #2
Просмотров 46 тыс.8 месяцев назад
Welcome back to my game development video series! I'm developing a football (soccer) game with my custom C game engine. In this video, I shared the implementation details of goal net physics, which involved implementing a cloth physics simulation with Verlet Integration and interacting with the cloth via Continuous Collision Detection. 🚨 Don't forget to like, share, and subscribe if you enjoy t...
I BUILT My Game Engine 🤯 - Indie Football (Soccer) Game - Devlog #1
Просмотров 15 тыс.8 месяцев назад
Welcome to my game development video series! I'm developing a football (soccer) game with my custom C game engine. In this video, I tried to share the brief development story of my game engine and how I started my first game project with the engine. *Note: All the clips in the video are recorded through different development stages of the engine. 🚨 Don't forget to like, share, and subscribe if ...
You still need to fix those arms
Pls tell us how u made the engine plsss
Pls can you share ur engine
I really admire how deep you go into your solutions. If you're going to add a head you might want to keep it from bouncing so much during movement. Usually our bodies try to keep the height of the eyes still while moving as to not get disoriented. I think you can get away with letting just the neck do some balancing as to not have to rewrite a bunch of stuff. Maybe you already knew this and didn't have a chance to add it in but thought it could be worth a mention.
amazing job. do you have courses to learn ?
you don't feel any weight in your skeleton. did you plan to leave it light for less inertia?
Amazing stuff yo👏
I would help with some data files for the AI if needed, playing along in the field and validating shots. This mechanic feels good
Nimsony leave that body 😂
Hey Furkan! Really thankful for this updates, keep them coming! Your game is evolving a lot each day! Keep up the good work and when you feel its ready for testing we will be here happy to help you improve the game!
Brilliant progress on the body! Seeing it flop around reminded me of Chicken Run for some reason
It's incredible how you’ve almost completely lost that thick accent in just 7 months.
I’m sorry but this is a clone voice from ElevenLabs based on my thick accent 😅
@@fusarihan Oh I see 🤯 Clever solution, thank you for clarifying!
Eline saglik guzel video olmus bu kol hareketinin awkward durmasini muhtemelen sunlar sebep oluyor omuzlarin da kosarken ileri geri hafif oynamasi gerekiyor bence bu ilk sebep ikincisi jogging temposunda kol hareketi normalde de komik durur bence cok iyi olmus bi diger arkadasin dedigi gibi mide kismina bi point daha iyi olabilir bu arada yuksek hizda on bacagi biraz daha kaldirmasi daha iyi olabilir mi genel hiza oranla bacak fazla mi hizli falan tam emin olamadim cok hafif bi oynama yapilabilir belki o konuda , max hizi uzun sureli inceleyemedim kesin bisey demek zor
Geri bildirim için teşekkürler!
cant wait to change the model with Ronaldo
Bro we need tutorials of how we can make a game engine like this! Awesome vid btw❤
I though the character will be only the legs
başarılı
inanılmaz bir gelişim , bunu görmek çok heyecan verici gelecek güncellemeler için sabırsızım🤩
you're making me more excited for the next video each time you drop.
As always, a great update Furkan! It's good that he objective scope is getting bigger, it means you actively try to implement new things and are constantly improving the overall quality of the simulation, it is a great info for us! Keep it steady, it already looks very promising, I will be patiently waiting for the new updates. It's a game/environment we all look forward to, a proper simulation of football. Take care, much health and prosperity for you brother!
another banger, the movement is really coming together :D Keep it up man!
Looks amazing man!
I'm not sure you've ever seen a person move
I appreciated your observation but it’s a work in progress 😄
Why do you need interactions with stairs, when working on a soccer game?
Doesn’t look as good, give it some time and think it will have potential.
That’s correct, it’s a work in progress!
@@fusarihan hey man, big inspiration for many people, keep it up!
Have you tried Jolt for the physics engine?
I saw it but never tried it.
@@fusarihan cool, I myself never used it either, but it seems to have positive feedback
@@MirralisDias I’ll check it out. It looks stable and performant with a modern api.
This looks amazing!!!
your work has been excellent but i think you're disappointed because these results aren't at the same level. i don't pose the arms straight down but at a small angle out from the body. also, when a person walks or runs, they pivot on the Y axis, which is going to add a lot of more natural looking flailing to your arms. when a person wants to run fast, they pull their arms in tighter. the hips and shoulders are lifted somewhat as well, you can even animate these using sines (or anything derived from them) at different phases. i'm sure you can get believable, much better results. see if you can make it move like a sassy runway model, then tone it down some. take some time to do it silly, and learn from it :) and add a waist and another pivot around heart level :) and see my point to segment et c. codes! :)
nice job
bool pointtosegment(vec3& a0, vec3& b0, vec3& b1, double r0, double r1, double r2, double w0, double w1) { vec3 v0 = b0 - b1; vec3 v1 = a0 - b1; double td = v0.dot(v1); bool colltrue = 0; if (td > 0) { double td1 = v0.dot(v0); if (td1 < td) { // closest to b0 end double ts = r0 + r1; vec3 t = a0 - b0; td = t.mag(); if (td < ts) { colltrue = 1; td = (td - ts) * segdamping; t = t.norm() * td; b0 = b0 + t * w1; a0 = a0 - t * w0; } } else { double ts = r0 + (r1 + r2) * 0.5; vec3 t = b1 + v0 * (td / td1); t = a0 - t; td = t.mag(); // segment if (td < ts) { colltrue = 1; t = t.norm() * (td - ts) * segdamping; b0 = b0 + t * td * w1; b1 = b1 + t * (1 - td) * w1; a0 = a0 - t * w0; } } } else { // closest to b1 double ts = r0 + r2; vec3 t = v1; td = t.mag(); if (td < ts) { colltrue = 1; td = (td - ts) * segdamping; t = t.norm() * td; b1 = b1 + t * w1; a0 = a0 - t * w0; } } return colltrue; }
bool segmenttosegment(vec3& a0, vec3& a1, vec3& b0, vec3& b1, double r0, double r1, double r2, double r3) { vec3 sega = a1 - a0; vec3 segb = b1 - b0; vec3 r = a0 - b0; double a = sega.dot(sega); double e = segb.dot(segb); double f = segb.dot(r); double s, st; double c = sega.dot(r); double b = sega.dot(segb); double denom = a * e - b * b; if (denom != 0) { s = (b * f - c * e) / denom; s = max(0, min(1, s)); } else s = 0; st = (b * s + f) / e; if (st < 0) { st = 0; s = max(0, min(1, -c / a)); } else if (st > 1) { st = 1; s = max(0, min(1, (b - c) / a)); } vec3 closesta = a0 + sega * s; vec3 closestb = b0 + segb * st; double radab = r0 + s * (r1 - r0) + r2 + st * (r3 - r2); // interpolation of radii of both segments vec3 diff = closesta - closestb; double dsq = diff.magsq(); if (dsq < radab * radab) { diff = diff.norm() * (radab - sqrt(dsq)); diff *= segdamping; // damping a0 = a0 + diff * s; a1 = a1 + diff * (1 - s); b0 = b0 - diff * st; b1 = b1 - diff * (1 - st); return 1; } else return 0; }
hopefully y'all can figger out point to point yousef. and similarly, here's a constrainment method for skeletal points.. lw (left wrist) to le (left elbow), so eg. lwv is left wrist velocity. prev is a temporarily declared point used to store the preconstrained position until the end, where the difference is used as the velocity :) which makes it very stable. and hopefully you can discern td is a distance not a point, and my weights are arbitrary.. oh, and lwi is an ideal position the actual position is trying to reach prev = lw; lw += lwv; t = le - lw; td = (t.mag() - arm2length) * soft; t = t.norm() * td; lw = lw + t * 0.8; le = le - t * 0.2; // weight these, .7 .3? t = lwi - lw; lw = lw + t * strength2; lwv = lw - prev;
Hey man, I've been following your development and its coming out amazing. I would love if you could have your videos go a bit more into depth technically as it would benefit both the algorithm (having 10 min + vids) and those like myself who are interested on the technical side of this amazing full body physics based dribbling system. Kind of like your older videos. Either way, good luck on your journey and can't wait to see more. Hope you blow up in popularity and btw your English has improved tremendously since the beginning that you now sound native.
Great job ! Keep up the good work.
Yas an update! Cant wait to go my hands on this!
This looks really great so far! The ragdoll-y movements are really charming, are you planning on keeping it that way or are you going to move towards more realism?
ellerine sağlık
In the conclusion, where is the rest of the player's shadow?
Shapes are custom renderable and I needed to implement the renderDepth function for them. So, I just didn’t but I will 😅
Super interesting man! I wonder how performant procedural character simulation like this is. I think it would be interesting to design an rts game someday with a lot of units. I know traditional bone animation systems can be slow with 1000s of animated characters, so rts developers often bake the animations into the mesh and upload an "animation sprite sheet" to the gpu instead. I wonder how efficient an approach like this would be in comparison? A system like this is so dynamic and could add a lot of depth to any game! Keep up the good work!
Thank you! Performance mostly depends on the specific problem. I’ll share more details about the limits of the system when I increase the character instances!
I understand that you want to show the game when its closer to your dreams, but sharing it on this stages could help you identify current issues & possible improvements that you didn’t think of. It can be tougher at your future versions since it would be complicated. But i still admire your improvements and passion. Keep up the great work ❤
Thank you! You’re totally right! I hope I can share the game as soon as possible.
damn those stairs looked good
Hey totally random, but could you add the french flag in the back with the other flags? ^^' Anyways i loved the video as always, i want to see how it progresses
somehow you accidentally didn't type west papuan independence movement flag
@@atomictraveller surprising ikr
i hope ur game gets published succesfully
am going to be here everytime u upload pls keep working on this project
This is the first attempt at making a proper physics based movement system that hasnt been done by EA and it's one thats slowly getting insanely good. Can't wait for the demo!
My boy's idea is so freaking unique, I expect for it to blow up and get everywhere🙏🙏❤🔥
Turkish John Carmack
Yok hocam o kadar değil 😅
This looks amazing. The character system looks promising for all types of games, not only football, so you'll be able to use it in your future projects, which will make them unique. If you'll need money, maybe you'll be able to adapt it for one of the most popular game engines and sell it in specific asset store (Unreal or Unity, not sure if there's something like that for Godot). This project is a great investment, no matter if you'll make a succesful football game.
Thank you! You described the path that I’m following!
nice job!
TEACH ME MASTER!!!
Türkiyenin gururu❤
Another amazing vid man keep it up😃🇧🇬