- Видео 3
- Просмотров 83 634
quwatz_
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Добавлен 20 май 2021
Hiding texture repetition in Godot 4 | Tutorial
Github repo: github.com/quwatz/tiling-textures
All textures taken from textures.com
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Resources:
for this I basically had to transform my blender knowledge into godot
so
ruclips.net/video/-VgtSL5ZpYc/видео.html
and also
ruclips.net/video/4ITTsrm-MDo/видео.html
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sorry for the voice inconsistencies and anything else that might've annoyed you
_______
video chapters :
0:00 - Intro
0:36 - Scene set-up
1:59 - Adding direct variations
5:39 - Changing HSV
7:03 - Manipulating the UVs
8:55 - Rotating UVs nodes
10:36 - Rotating UVs code
12:35 - Rotating by noise
13:58 - Hiding seams
15:14 - Randomize scaling
15:30 - Tangent
15:50 - Bye
All textures taken from textures.com
_______
Resources:
for this I basically had to transform my blender knowledge into godot
so
ruclips.net/video/-VgtSL5ZpYc/видео.html
and also
ruclips.net/video/4ITTsrm-MDo/видео.html
_______________
sorry for the voice inconsistencies and anything else that might've annoyed you
_______
video chapters :
0:00 - Intro
0:36 - Scene set-up
1:59 - Adding direct variations
5:39 - Changing HSV
7:03 - Manipulating the UVs
8:55 - Rotating UVs nodes
10:36 - Rotating UVs code
12:35 - Rotating by noise
13:58 - Hiding seams
15:14 - Randomize scaling
15:30 - Tangent
15:50 - Bye
Просмотров: 21 312
Видео
Procedural Dungeons in Godot 4 | Tutorial
Просмотров 62 тыс.Год назад
Github repo: github.com/quwatz/Godot-4-Dungeon-Generator This is an implementation of the algorithm the game tiny keep uses in godot, using gridmaps. resources I used : Procedurally Generated 3d Dungeons by vazgriz : ruclips.net/video/rBY2Dzej03A/видео.html video chapters: 0:00 - Intro 0:29 - Scene setup 3:27 - Algorithm overview 5:11 - Dungeon script setup 9:32 - Drawing a border 11:21 - Placi...
Aquamorphosis gameplay
Просмотров 536Год назад
This was made for the itch.io page, but if you somehow found this video first, feel free to check out the actual game: quwatzoki.itch.io/aquamorphosis
code for 11:54 uv_in -= pivot; float rotation_radians = radians(rotation_degrees); float c = cos(rotation_radians); float s = sin(rotation_radians); uv_out.x = uv_in.x * c + uv_in.y * s; uv_out.y = uv_in.y * c - uv_in.x * s; uv_out += pivot;
Using a room class to save the data instead of two separate arrays works nicely
If statements are usually faster than nesting for loops when it comes to choosing which evil is " greater "
Which parts of the godot docs did you reference?
the greatest video of all time, may god help my stupid doing this via code
This tutorial is mind-blowing! Thanks for the service 🙏
Good sir, you have an amazing talent explaining things. Thank you!
This is the greatest video ever made
pretty sure this is a better video: ruclips.net/video/a37d1BGLpWo/видео.html
Great video, keep 'em coming!
Need to be able to mark a boss room. And make sure its not the start room, first room, etc. Regardless, a good starting point.
woow, this is just incredible, very cool, thanks for sharing
Why do I use one cube for both the border and the rooms, even though there are 4 of them, as in the tutorial?
What advantage does your method of getting a random width/height have over just randi_range(min_room_size, max_room_size)?
"DunGen" - ha! Nice!
"I could explain what each edge is, and how it works... but I can't be f'd... sorry". 😅😅😅😅
I'm sorry if this ends up as a duplicate comment but I can't find my original question. I tried doing this in 2D but was unable to get it to work with either a MeshInstance2D or a TextureRect, it would just put the image in the corner and stretch out the edge pixels, it was very strange. Is this possible to do in 2D to get a tiling background effect while still hiding the repetition?
hey I'll try to replicate this in 2d and will let you know if there's something that needs to be done differently. pretty sure it's just a matter of enabling the correct texture flags on import though
Very interesting, thanks! P.S.: I love your voice. It's a bit reminiscent of a good guy misunderstood as a cartoon villain, and I'm all for it
lol this made my day thank you very much
Incredible video. Absolutely crazy! Thank you for the in depth explanations.
Which software did u use for animations?
blender
Wow, this is what I'm looking for. Thanks mate
Bro i added my fps character inside the dungeon but my character is stuck in only one block where it can't move anywhere all the 4 sides are blocked. Can you help with this how to fix.
same here, did u find out how to fix?
no need for the disclaimer...no one is perfect and if someone is going to judge you for english being your second language or that you laptop is maybe old or something..who cares..you are providing people a valuable service...(liked)
great tutorial!
Hey, I have a quick question: I got it working after following the tutorial, however when I ho to play the level, none of the walls or doors are removed. It looks fine in the editor, it's just when I run the game
Wow! Excellent tutorial. You've officially made me feel stupid! 😂 But you've also made me think and want to spend a lot more time understanding what you explained here, so Bravo! And thanks for sharing your knowledge.
This is the most useful video for learning this I have found thank you. I've been trying to use chat gpt to learn how to do this
You move a little fast for the sake of really understanding the process, but this is still super helpful. Thanks!
My dumbass brain set down and up direction to Vector3i.UP & DOWN so I spent so much time debuging why north and south walls were never being deleted. Amazing tuto ! Dense in informations but very clear from start to finish :)
Do you have a 2d tuts for this?
Well that is super creepy. Good job!
I'm making a procedural game, so this is going to help me tremendously.
gigabased video. thanks
Awesome synthetisation of all approaches and very well explained. Thank you !!
I'm not actually interested in dungeon generation but your video is a great resource for procedural generation from the editor !
Hi, great work! Do you know how to make it so that after I generate the dungeon, and all the textures, I can run the scene and observe the textures? Currently, after playing the scene, only the coloured boxes are visible, but not the textures. Why does this happen?
please apply low pass filter to the audio
Oof and a simple compressor. The volume spikes are seriously severe
Awesome work, vastly more advanced in Godot than i can use, but love the zoom / outerglow use to target parameters 🤟
Need more views and subscriber
Not sure how I didn't know about the tip at 11:09, that's awesome and will help me a ton
Brooo u r a legend ur 2 tutorial vids are 🔥🔥🔥🔥 thx
29:32 "So, assuming you understood everything" Bold of you to assume I understood *anything*
time for you to dive into Datastructures & Algorithms :)
its mostly understandable until the halfway point, where the code goes completely batshit insane
The Make resurcive for the second noise doesn't seem to do anything.
Thank you for this!
Wow! Amazing code and excellent explanation! I'm studying it to learn about procedural generation. I'll recommend your channel to my friends, hope you make more videos!
why there is an issue with the walls shows when I run the project? it shows a lot of unorganized walls that suddenly appears Note: I had even tried your project but is shows the same issue
do you think you can do the same but with like assets that you built ? like in lethal company ? you got x numbers of created room and corridors that you can assemble with a random generation
Greatest tutorial! Thank you very much!
Holy moly, that's awesome! Thank you!
This is absolutely fantastic! I learned so much about the shader tool and the logic structure behind each component.Thank you for the share!
Insane video. Its great that you not only explained code but showed the logic behind the code with the animations before. This makes it very easy to Understand. Thank you for this great Video!