- Видео 16
- Просмотров 916 973
Crigz Vs Game Dev
Великобритания
Добавлен 30 янв 2021
I am a software developer by trade who's got a passion for indie games but the artistic talent of a can of baked beans. Follow me as I hack my way through dubious projects as I hope to improve my skill and make a game others actually enjoy.
Godot 4 Post Processing: 3D Pixel Art Shader
A tutorial on how to use custom post processing shaders in Godot 4.0 to create a 3d pixel art shader.
Link to GitHub repo:
github.com/CBerry22/3d-Pixel-Art-In-Godot-4
Resources used:
docs.godotengine.org/en/stable/tutorials/shaders/advanced_postprocessing.html#full-screen-quad
ruclips.net/video/LMqio9NsqmM/видео.html
ruclips.net/video/LRDpEnpWohM/видео.html
Temple model seen in video:
sketchfab.com/3d-models/temple-ruins-6b3eb4e27e03485a886ce5304e95f897
Village scene:
sketchfab.com/3d-models/low-poly-environment-2e18c1baa9164093ad2e99e0a904363a
Link to GitHub repo:
github.com/CBerry22/3d-Pixel-Art-In-Godot-4
Resources used:
docs.godotengine.org/en/stable/tutorials/shaders/advanced_postprocessing.html#full-screen-quad
ruclips.net/video/LMqio9NsqmM/видео.html
ruclips.net/video/LRDpEnpWohM/видео.html
Temple model seen in video:
sketchfab.com/3d-models/temple-ruins-6b3eb4e27e03485a886ce5304e95f897
Village scene:
sketchfab.com/3d-models/low-poly-environment-2e18c1baa9164093ad2e99e0a904363a
Просмотров: 80 393
Видео
CS2's Responsive Smoke with Godot 4 In 5 Minutes
Просмотров 102 тыс.Год назад
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-Smoke-in-Godot-4/tree/master Fog Blog - godotengine.org/article/fog-volumes-arrive-in-godot-4/ Cs2 Trailer - ruclips.net/video/kDDnvAr6gGI/видео.html Fog in Godot: ruclips.net/video/XBJOAK6kNw0/видео.html Volumetric Fog in Unity - ruclips.net...
NEW Procedural Animation In Godot 4.0
Просмотров 170 тыс.Год назад
With the removal of the SkeletonModification stack my old procedural animation video was outdated. I decided to do a new and improved implementation with what's currently available in Godot 4.0 Resources: * Spider Bot Model - drive.google.com/file/d/1j0qbkJf8iuz6682UUzhV1Y5RgjSXIdUS/view?usp=sharing * Github Project - github.com/CBerry22/Godot-4.0-Procedural-Animation * Plane Class - docs.godot...
Active Ragdoll / Physics Animations in Godot 4.0
Просмотров 59 тыс.Год назад
This week I've been experimenting with implementing Active Ragdolls in the style of Unreal's Physical animations. Hope you like the results! Github: github.com/CBerry22/Active-Ragdoll Physics-Animations-in-Godot-4.0 Resources: docs.godotengine.org/en/stable/classes/class_physicalbone3d.html docs.godotengine.org/en/stable/classes/class_skeleton3d.html Socials: Twitch - www.twitch.tv/crigz Twitte...
How to make things float in Godot 4
Просмотров 31 тыс.Год назад
In this video, learn how to apply a buoyancy force to rigidbody's that sync to vertex shaders. Github Project: github.com/CBerry22/Buoyancy-in-Godot-4 If you want to know how to make the water shader itself, check out this amazing video by @stayathomedev ruclips.net/video/7L6ZUYj1hs8/видео.html
Godot 4: Mesh Masks To See-through Other Objects
Просмотров 12 тыс.Год назад
Here's a quick one for an technique I figured out while working on a buoyancy tutorial. The effect seemed useful enough to warrant it's own short video! Hope you find this useful!
Making the Leviathan Axe In less than 10 Minutes In Godot 4
Просмотров 16 тыс.2 года назад
Who doesn't love the Leviathan Axe from God of War? With the recent release of Ragnarok I wanted to have a go at recreating the throwing and recall abilities of the axe within Godot 4. Hope you enjoy the video! Resources: Axe Model: sketchfab.com/3d-models/leviathan-axe-64a07e5622514582998f7fe5986bf0f2 Code: github.com/CBerry22/Simple-GoW-Leviathan-Axe-In-Godot-4.0-Beta-5
Path Based Mesh Generation in Godot 4
Просмотров 34 тыс.2 года назад
I've been playing around with lofting in Godot, and quite liked the results! I Hope this video is useful to some. Version used: 4.0 Beta 3 Notes for 3.5: in Godot 3, sample_baked and sample_baked_up_vector are interpolate_baked & interpolate_baked_up_vector respectively. Resources: docs.godotengine.org/en/latest/classes/class_path3d.html docs.godotengine.org/en/latest/classes/class_curve3d.html...
3D Card Effect In Godot 4
Просмотров 18 тыс.2 года назад
Lately I've been playing a lot of Marvel Snap and decided to have a crack at a 3D card effect in Godot. Here's how I achieved the Pokemon example! I used Godot 4 in the video, but this will work in Godot 3 too. Github: github.com/CBerry22/Godot-4-3D-Card-Effect Resources: Pikachu: sketchfab.com/3d-models/pikachu-37c740f674cd4719a1d1d2970bbe8c30 Caterpie: sketchfab.com/3d-models/caterpie-10b5170...
WATER SIMULATION in Godot 4
Просмотров 127 тыс.2 года назад
4:14 Missing step: When you set up your water collision camera, add an environment to it and make the background clear color black: i.imgur.com/XGAnauQ.png Here's how I ported my water ripple simulation shader from Unity to Godot. Resources used: github.com/hecomi/UnityWaterSurface docs.unity3d.com/Manual/class-CustomRenderTexture.html docs.godotengine.org/en/stable/classes/class_viewporttextur...
Godot 4 Makes Multiplayer EASY!
Просмотров 122 тыс.2 года назад
Creating multiplayer games has never been easier! Godot 4 has made some changes and new additions that make it mega simple to prototype a multiplayer game. I built a quick project in 3 hours, here's what I learned! Resources: Replication: godotengine.org/article/multiplayer-changes-godot-4-0-report-4 RPC's: godotengine.org/article/multiplayer-changes-godot-4-0-report-2 Tank model: sketchfab.com...
How to use Compute Shaders in Godot 4
Просмотров 21 тыс.2 года назад
Here's a quick guide on how to set up Compute Shaders in Godot 4, using a practical example by converting the score calculation from my previous video, on Splatoon's ink gun, to be run as a compute shader. Scripts: Shader GLSL: pastebin.com/pbGGjrE8 Test Script: pastebin.com/92cvEagc Final Score Calculator: pastebin.com/wXCqk1nQ Resources: github.com/godotengine/godot-docs/issues/4834 docs.godo...
How to make SPLATOON In Godot 4
Просмотров 20 тыс.2 года назад
Here is how to make the Ink Gun from Splatoon in Godot 4. Scripts: UVPosition: pastebin.com/M6SyyCud SetupMesh: pastebin.com/SZYzgfju Brush: pastebin.com/YJns6a2T DrawViewport: pastebin.com/AQm9adaq PaintParticle: pastebin.com/UY9MUy2D PaintEmitter: pastebin.com/gfQKmNqM ScoreCalculator: pastebin.com/evYL6kGh Resources: alfredbaudisch.com/blog/gamedev/godot-engine/godot-engine-in-game-splat-map...
Procedural Animation In Godot 4!
Просмотров 35 тыс.2 года назад
Here is how I achieved Procedural Animation within Godot 4's beta. Update: As of 4.0 beta 13 the 3DSkeletonModificationStack is now gone. Here is an updated implementation for the 4.0 release that uses SkeletonIK3D: ruclips.net/video/G_seJ2Yg1GA/видео.html Here are the scripts used in the video: IK Target: pastebin.com/pP7pxmae Step Target: pastebin.com/ca1uvcf0 Entity Body: pastebin.com/MahgcYxx
Godot 4: 3D Pixel Art
Просмотров 65 тыс.2 года назад
Stylized 3D Pixel shader in Godot 4! Make a pixel art style game with all 3d graphics. Pixel Shader 1 code: pastebin.com/eX5quRrz Pixel Shader 1 code: pastebin.com/zDLWesjJ
Adding WATER SIMULATION to my first game
Просмотров 3,7 тыс.3 года назад
Adding WATER SIMULATION to my first game
That's a brilliant explanation of using the vector cross product to create a transform for an object. However, in the current version of Godot, you can obtain a rotated transform on a curve point using this function: curve.sample_baked_with_rotation(curve_distance)
Thank you, happy new year
using subviewport to make a pixel effect make me hard to manage node structure, and i felt a bit clunky, now we have compositer, do you have any ieda?
I was actually working on a tutorial on how to do all of this as a compositor effect, but a bug in 4.3 regarding depth textures currently makes it impossible. I'm waiting for the bug to be fixed so I can make the video.
@@crigz Looking forward to your next video!
Do you need a server for this?
Hello, I followed the tutorial but unfortunately my bodies are floating just below the surface of the water. Does anyone know how to fix that issue?
Maybe try adjusting the water height variable
will this work for bipeds (humans) as well?
is it possible to impliment this technic into a character with rotatable feet i tried but failed, the rotation of the feet alway goes randomly
I got everything working Except it eventually broke at the end when I added the Planes, it's now just rotates slightly upward and sinks into the ground, I think I also messed up the raycast as well, because it's not stepping directly on the ground every time(happened before I added planes), does anyone know what I did wrong? ( already compared to the github file witch still works in 4.3, still cant figure it out)
Is there anyway this could be ported to some non-proprietary format for other engines?
Did i understand what he said? No Did I watch the whole thing? Yes Thank you for your service sir
an angel in human form
My god my head hurts O___O freaking awesome though.
Wow man you're amazing! Literally just imported into 4.3 and runs perfectly. Tutorials like this give so much inspiration for the community and I look forward to messing around with this one! Shader coding = actual wizardry _change my mind._
So in theory there should be a way to combine this with the Active Ragdoll system as well?
OMG this is exactly what I try to achieve for a while, but couldn't wrap my head around. Thank you!
@1:11 I kept moving the points around, but it never made my happy (quiet sobbing).
Sigh I spend all weekend making a road from a curve using surface tool. Oh well it was a good learning experience. thanks for this! Useful to know how to make it work in editor. Edit: I read that it isn't cheap to use a CSG polygon mesh in game. Would you use this in production or just for prototyping?
hey would love to chat about trying to expand this idea
Same here. Just sent you a message :-)
@mariegrasmeier9499 can I message you?
Nice.
Hows the performance of this?
Does this type of 3d pixel art have to be orthographic? Is it possible to utilize the logic of applying shaders to 3d objects and have them appear 2d top down?
Still waiting for the tutorial
Wow. Probably the best water I've seen. 💐
PSA: if you want to make this shader work with orthographic camera in Godot 4.3 try to tweak the camera Far and Size settings till it shows correctly, it worked for me
Tutorial please
I'm in search of how to do post processing. Everyone seems to do it differently. I don't understand why it would take three nodes to add a shader after the render stage.
It only requires one node. The full screen quad: docs.godotengine.org/en/stable/tutorials/shaders/advanced_postprocessing.html#full-screen-quad
Hi. Thank you for the tutorials. Can you please make a tutorial on how to use the new SkeletonModifier3D ?
the syncing params and spawning units works pretty well with their built in multiplayerSync and spawner, but dang I'm struggling with getting basic RPCs to work properly/ as I think/understand they should be working. I could be mistaken, but even when communication appears to be happening via debug, I'm not seeing it show up elsewhere (researching now...)
very cool but what if i dont want my whole game to be capped at 60 fps to make the water simulation speed realistic?
your whole game shouldn't be running in physics_process. you can have separate game and physics tick rate, process is called every frame the PC can render or the limit set in the project settings-run-max FPS and physics_process is called every physics tick as set in physics-common- ticks per second
@@SoftBreadSoft dude what does that even mean?? this guys shader is bound to the framerate if i unlock thee framerate the simulation is sped up
@@raevod6361 I don't know bro I was tired and didn't think that all the way through or forgot wtf I was watching.
excellent video! will try to toy around with this at some point. it looks great!
Cool, but kinda a nothing burger honestly. Need more in depth tutorial.
I can’t understand anything that you’re saying. Way too many specialized terms. Please explain them next time.
I'm in love with this tutorial! Thank you so much! <3 Just one thing, i'm using Godot 4.3 and had to change the Vertex to "POSITION = vec4(VERTEX.xy, 1.0, 1.0);", but this cause a weird black glitch on some places of the outline. I'll deeply gratiful if make a new tutorial for Godot 4.3.
After 10 hours searching how to solve this a came here and post a comment. After 40 minutes i posted the comment a finally find what was the problem! I was modifying the "dark_amount" in the code by multiplying it ("vec3 depth_col = nearest * (darken_amount * 20.0);") to get a softness dark outline. This was causing the glitch. To solve the problem a just modify the "dark_amount" on the "Shader Parameters" and Vualá! Thanks again for sharing this masterpiece! <3
First method no longer works in godot 4.3
Meanwhile the most life changing feature (for me), Top Level, is mentioned so briefly I can literally blink and miss it. Felt like getting an achievement :D
Hi Crigz! Can you save me in a project please man? Would you know how to create just a small little island surround by ocean with waves breaking at the shore PLEASE? ( sonthing like Zelda wind waker) I need a tutorial to make sonthing like tht because Im trying to make a game with this scene.
thank u.
thank you so much! i have to edit a little sadly because mine keeps just going through 90 degree walls but ill get there I hope
where did you fins this sky texture ist amazing
Thanks for an amazing guide. Im rinning into some issues with the post processing. It seems like the 'map' is diagonally 'split' into two sides. I dunno if its because of the quad or shader code specifically. Another thing - if someone knows, how can i make this outline shader not affect specific objects on scene? I have prepared a foliage shader and when viewed via the camera - its black. Is it possible to separate the two, so that the outline doesnt render on specific stuff to not break other shaders?
I didn't know how physics animation worked. But it's the same method which is used for VR hands. A next level implementation would be to trigger new animations based on the forced applied to each limb, maybe procedural.
as someone who uses a lot of compute shaders in unity, this looks absolutley horrendous. Good video, but man, I really hope I just dont understand it yet, or that compute shaders in godot will get significantly better in the future. Edit: Well, thats way to harsh to say to a small team of developers working on, and open sourcing a pretty good piece of software for free for everyone. I'd like to formally retract that statement, its not horrendous, but I do hope that they'll be able to make it as simple, easy, and structured as unity compute shaders with future updates.
I don't think this works anymore...
nvm, it does work, godot just bugged, make sure to delete the mask mesh and create a new one if you are struggling to find why its not working...
One thing is a bit confusing for me. I noticed that shader is working when it is outside the camera object, do we need it inside it then?
The best tutorial about Path3D I have seen!
Thank you so much for showing this detailed tutorial and the source code! I ended up implementing this in my game where you spray water on a desert in order to spawn grass and trees. I'm using the C# version so I had to take your code and convert it, which took awhile, but I finally got it working and it looks great! If you're interested, I can copy/paste the C# versions of the classes for other users :)
hey, im wondering if you can give me the source where you got the character?
It's the Y-bot from Mixamo
@@crigz Thank you!
damn was looking for a compute shader tutorial, just to get an idea how it would work. definitely earned a sub 👍
this is very useful
I hate everything about this, i can't believe there are people that like the aliasing in their games. I would rather have a sharp pixel that doesn't jiggle jaggle. We need voxels Make voxels great again