Cyclops Level Builder for Godot Engine

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  • Опубликовано: 8 сен 2024
  • Today we are checking out Cyclops, a free and open source Addon for the Godot game engine that enables rapid level building, using a style similar to the old Quake approach. Useful for rapidly whiteboxing your game level design, or for recreating the retro astcetic.
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Комментарии • 135

  • @gamefromscratch
    @gamefromscratch  Год назад +5

    Links
    gamefromscratch.com/cyclops-level-builder-for-godot/
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    *Support* : www.patreon.com/gamefromscratch
    *GameDev News* : gamefromscratch.com
    *GameDev Tutorials* : devga.me
    *Discord* : discord.com/invite/R7tUVbD
    *Twitter* : twitter.com/gamefromscratch
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    • @larsthedude1984
      @larsthedude1984 7 месяцев назад +1

      Is this viable for ship-able levels? I know CSG isn’t good for that since it’s very inefficient. I used to use pro building all the time with Unity so an in-engine level tool would be amazing.

  • @eg6490
    @eg6490 Год назад +45

    Might be alone on this, but I’d argue for this just becoming a full on godot feature. Not only for blockouts, but could allow it to become a full editor

    • @serendipinator
      @serendipinator Год назад +6

      Yes I 100% agree this needs to replace the current CSG tools

    • @joshshowman8711
      @joshshowman8711 Год назад +2

      @@kidmosey I thought CSG wasnt good for making levels because it can drain performance? Atleast thats what I remember from Godot 3.

  • @cold4240
    @cold4240 Год назад +151

    Looks very trenchbroom like. I find it very strange how rare these forms of level building tools are in modern engines these days.

    • @BlazertronGames
      @BlazertronGames Год назад +10

      @@frontrider3240 But unreal has bsp brushes and unity has probuilder. They're not meant for the final level, but they're very useful for greyboxing.

    • @MatthewFrightening
      @MatthewFrightening Год назад +41

      @@frontrider3240 unfortunately, as a level designer, modeling software like maya or blender really suck for actual level design (or most modern level design tools themselves too, like UE5's, compared to the alternatives). it's never been a worse time to be a level designer lol

    • @RADkate
      @RADkate Год назад +3

      @@BlazertronGames thats the thing though why waste all this effort into Grey Boxing when you can just spam cubes and then export the scene into blender

    • @davidbenoit578
      @davidbenoit578 Год назад +29

      Big studios switched to modeling software because it seemed fancier. The workflow is worse. It's okay to admit it was a mistake and go back.

    • @sealsharp
      @sealsharp Год назад +10

      While it may be possible to build tools that look like it's creating levels the old way, it technically is not.
      The old engines compiled the architecture into an optimal data format in terms of rendering, collision, visibility and lighting. What this does is create meshes with multiple materials and depending on the shapes, weird collisions. From a rendering PoV these geometry meshes with multiple materials are different drawcalls of fragmented pieces. Back in the Unreal1 days, meshes were technically slower to draw while bsp geometry was faster. It is the opposite now.
      One big change came from the additional workload of more realistic games. When the design, in both the level logic, geometry and assets can no longer all be built by one person, the work is split up and everyone works in their own specialized tools.
      This changed the free time gamedev from mostly leveldesign to mostly gamedev. In times of Doom to Starcraft, people could just create levels for their favorite games. That no longer exists mostly and developing in Unity/Unreal/Godot requires you to be a GameDev first before you can start being a leveldesigner.

  • @Chaff_Games
    @Chaff_Games Год назад +76

    Amazing. Godot Desperately needs more tools for building worlds in 3d.

    • @HonsHon
      @HonsHon Год назад +5

      Pretty much all engines do to be fair

    • @salomon_gutierrez
      @salomon_gutierrez Год назад

      Have a look at UE5's modelling tools, they really aid when grayboxing and prototyping. This Cyclops addon seems to be a step in the right direction for Godot.@@HonsHon

    • @anotherstevendavis
      @anotherstevendavis 10 месяцев назад +4

      As a unity refugee, I'm really going to miss uModeller, especially the new version w/ everything I need in the free version. I like blender, I'm just so slow at making anything in it.

  • @mr_sauce_cooks
    @mr_sauce_cooks Год назад +13

    Fun fact: GDscript took interest in this plugin and helping the developers with ui for the time being

  • @cadoink
    @cadoink Год назад +58

    Pretty cool tool! I'll have to try it out. :)
    The reason the sphere didn't roll is that you moved the MeshInstance3D over the ramp rather than the RigidBody. The RigidBody (still at the origin) landed on the top of your wall and stayed put.

    • @ouiVEVO
      @ouiVEVO Год назад +4

      That's why I stopped using Godot and switched to unreal... When I have meshes, I want to import meshes, and maybe they have physics, maybe they don't, I can check that out in my object properties. It's all clearly labeled in the object properties editor in ue, I don't need to know the arcane difference between types of node 3d or 3d grids or whatever. Godot needs to work on its simplicity. It's just a huge pain to get into as a beginner when compared to ue or unity, nothing clicks and it's just a huge amount of particular cases to just master before you can make games and logic on your own...
      I work as a web dev and I feel like I'm very dumb when using Godot.
      When I use UE, I feel like in using just a funky web framework

    • @MrXlee1967
      @MrXlee1967 Год назад +11

      @@ouiVEVO that's interesting to hear. The reason why I'm trying Godot is because its so easy to run, but once you know why things don't work, like the ball rolling, is it not easy then? Could you please explain more?
      I have a old pc (gtx1060). UE takes forever to load, but once it loads it good.
      Also is web dev a good thing to get into, I'm looking to get into IT?
      Thank you

    • @ouiVEVO
      @ouiVEVO Год назад +1

      @@MrXlee1967 I have an 980, it's still really slow to load... Especially since I only have 4 cores x) Godot might work really well for 2D stuff, you can figure things out on your own, like in construct or game develop, but once you want to do 3D, I find the separating between game logic, physics, rendering and behavior in separate imbricated objects to be really cumbersome. You basically have a rigid structure of code that you have to use, once you want to put a 3D mesh into your world. Simply sliding a mesh from your imports into the editor doesn't make it appear in-game, and the editor panel on the right is really hard to navigate. UE isn't really that better on terms of readability, but at least all the elements you could want (pawn behavior, collisions, animations, skeletons, inverse kinematics, etc.) are there and not behind some ressource that I have to instanciate to then instanciate inside that resource a resource to load my resource (Looking at you, textureMap). In UE, you have a far simpler object structure, even though the engine is far more complex and end up doing far more work than Godot. And the final nail in the cofin is the lack of quality in the online examples and tutorials. I know this is not a nice thing to say, we're all enthusiasts doing this on our free time at the end of the day, but man... When I want to see a tutorial on how an AI might work in conjonction with the animation system, in godot I have free tutorials online, the quality of which isn't guaranteed, and at the end, short of copy-pasting the entire thing, I don't know WHY I did what I did to make it work in godot. In Unreal, because epic has all the money in the world, I have a first-party tutorial on how to generate a world. When I asked support in the official Godot discord for 3d related stuff, I ended up waiting 3 days finding a solution on my own that didn't really work while the only response I got was from the comunity, a simple "sorry, never used godot for 3d stuff before..." I come from web dev, I know how it is to be self-taught and a freelancer, but if your software isn't well understood by the people who use it in web, you end up in a world of pain for everyone, and I don't see why it's different in game dev.

    • @ouiVEVO
      @ouiVEVO Год назад +1

      @@MrXlee1967 (sorry for the huge ass reply I did, I guess I had a lot to share...) Web dev to get into IT is really the easiest I would say, everything is already well set and you don't end up having to innovate too much to do your job, your framework has for sure a way of doing what you want 99% of the time, for back-end and front-end dev. Do not fall into the trap of only learning one framework, prefer to learn the skill to code, every framework end up using the same structures of model-view-controller anyway. When I started, it was almost java-only where I live, then it there was a ruby fad, then python was à la mode, and now its back to java. You can adapt to a lot of changes, if your skill is coding, not coding in X language. If IT is more your thing than strictly coding, you might want to try cybersecurity or sysadmin stuff, it can be quite fun too, and you end up with a far broader set of skills.

    • @roccoruscitti910
      @roccoruscitti910 Год назад +11

      @@ouiVEVO Actually, the way that Godot implements meshes vs physics is very similar to Unity. In unity you have a base game object, and then you have to add mesh-renderer components, and a rigidbody component. The only difference is that in Godot, the gameobject, and components are all nodes. You're being too reductive about what is easy/hard about game development in UE, Godot or any other game engine. Every ecosystem will require an understanding of it's building blocks and how they fit together. I appreciate that you find UE easier to work with, but it also comes with a lot of challenging things to learn as well. I'm not saying it isn't intuitive in it's own way, but the biases you bring with you when you start using an engine greatly impact your experience with it.

  • @BlazertronGames
    @BlazertronGames Год назад +48

    This is what CSG should've been. Looks far better for greyboxing! Be nice if you could export it into a 3d modelling program, though.

    • @saulsantos4132
      @saulsantos4132 Год назад

      More like gridmap, csg is more for modeling i think.

    • @protonh3099
      @protonh3099 Год назад +26

      You can export any Godot scene to a gltf model. (Under 'Scene > Export as > Gtlf' )

    • @BlooAlien
      @BlooAlien Год назад +4

      @@protonh3099 Thanks much for that comment there. I was looking for *exactly* that feature.

  • @mouseroot8053
    @mouseroot8053 Год назад +2

    Probuilder vibes, downloaded about 3mins into the video, these are the tools that make gamedev so streamlined.

  • @havocthehobbit
    @havocthehobbit Год назад +3

    thats pretty cool , only it needs is proxy vector position place holders and exporting , so that when your ready to refine the low poly grey boxing into a higher level model then it can be exported into your favorite 3rd party 3d and 2d software , edited , then re-imported to the exact same position. Maybe theres already functionality like that in Godot that im unaware of but making it simple to navigate to and use all from one addon, will really be cool.

    • @Sergeeeek
      @Sergeeeek Год назад +1

      You can export scene as gltf. I haven't tried this, but maybe if you use Position3D nodes they will also get exported into gltf as some points?

  • @charlestietjen5387
    @charlestietjen5387 Год назад +8

    This looks like a lighter trench broom, pretty cool and eager to see where it ends up.

  • @IncomeCountry
    @IncomeCountry Год назад +5

    Now we've got ProBuilder for Godot? Great!

    • @Klayperson
      @Klayperson 11 месяцев назад

      ProdotBuilder

  • @shindig9000
    @shindig9000 Год назад +3

    What a great tool!
    I feel like I could just make a game with it alone.

  • @testingbls
    @testingbls Год назад +3

    Just wanted to mention that you accidentally moved the meshinstance which is why the ball didn't roll. Thanks for the video. :)

  • @bonebard6178
    @bonebard6178 2 месяца назад +1

    for people coming in the video now make sure to look at the most recent video from the developer for setting up because with this you will get errors in the setup

  • @36OLink1
    @36OLink1 7 месяцев назад +8

    I get a lot of errors when I try to import it into my project.

  • @coregod109
    @coregod109 Год назад +3

    look a lot like BSP editors like trenchbroom or hammer pretty nice.

  • @alec_almartson
    @alec_almartson Год назад

    Oh my! This looks like fun 😆
    Thank you for covering it GFS 💯👍🏻

  • @kitty99288sjsw
    @kitty99288sjsw 3 месяца назад

    huh, i can see myself building a whole city with this honestly.

  • @_gamma.
    @_gamma. Год назад +1

    This + asset placer feels cozy (like hammer)

  • @christianclavet
    @christianclavet Год назад +5

    Cool! This remind me of the Source Engine (Hammer Editor). Can we export the model to refine it in Blender for example? You could be surprised what we could do with it! With some patience, you can achieve really nice things with it.

  • @chocolatecake50000
    @chocolatecake50000 7 месяцев назад +5

    This is a great tutorial but I couldn't get it working. Turns out there's a new installation process for the recent build you can find here: ruclips.net/video/mbw_6dnOt_g/видео.html Hopefully this helps

  • @nitrogamesstudios5276
    @nitrogamesstudios5276 Год назад +1

    You rock Mike!!!!! thank you

  • @owdoogames
    @owdoogames Год назад +4

    This is perfect for my first foray into 3D in Godot, a 'backrooms' exploration game. I don't want to use external tools like Blender, but it's been really slow working with CSGs, and I hear they aren't very performant.

    • @schnitzelhannes6431
      @schnitzelhannes6431 10 месяцев назад +1

      wow how creative, this must be the first backrooms exploration game ever.

    • @nailbomb420
      @nailbomb420 9 месяцев назад

      Why be a dick?@@schnitzelhannes6431

  • @SRCoder
    @SRCoder Год назад

    So someone made Probuilder for Godot. Nice!!!

  • @VictorEstivadorebarbudo
    @VictorEstivadorebarbudo Год назад

    Very cool Addon, I'm missing something in Godot to preview in a thumbnail the tscn to pick 'prefabs' and place by hand on a new scene, I saw a lot of addons to scatter, and some make this previews, so I don't know why there isn't this option native inside Godot.

  • @grarldbrown6812
    @grarldbrown6812 11 месяцев назад +1

    Similar to Hammer Studio [Valve's editor map].

  • @TheRealKaiProton
    @TheRealKaiProton Год назад

    For Some reason it reminds me of how the Build engine worked, back on DN3D

  • @mr.andrago1442
    @mr.andrago1442 Год назад +1

    It's like Unity's Pro Builder

  • @5minutemovies977
    @5minutemovies977 Год назад +1

    It doesn't look bad at all, but it seems like it would still be a lot faster to prototype in Blender. At least for me.

  • @gorfulator
    @gorfulator Год назад

    This looks fun

  • @calithirst2051
    @calithirst2051 Год назад +1

    Reminds me of the Hammer editor

    • @brodriguez11000
      @brodriguez11000 Год назад

      With the title I was thinking Subnautica was getting a new tool.

  • @allan4317
    @allan4317 4 месяца назад +1

    Tryed to import with Godot 4.2 and got a lot of errors.

  • @Glare108
    @Glare108 Год назад +1

    Say my game is entirely cubes. Would this then be able to be used as the game's level? I know you said that it was meant for prototyping, but what about in that case? Is it just good to use, or are there reasons you wouldn't want to use it for that type of level?

    • @novh4ck
      @novh4ck 11 месяцев назад

      You totally can use this for production. This is basically how games like Quake built it's levels. Those old maps had only convex shapes in them and ran fine on ancient hardware. I would just suggest to export sets of blocks as GLTF and use that in the final release.

  • @chJohnJobs
    @chJohnJobs 10 месяцев назад

    hey, im having problems importing textures, they dont appear in the meterials box

  • @carlsonraywithers3368
    @carlsonraywithers3368 Год назад

    Looks like it doesn't work for 3.5 versions yet😢 Will be waiting for it since it seems like a solid addon

  • @romankovalov9015
    @romankovalov9015 6 месяцев назад +1

    This plugin unfortunately just does not work as of current

  • @AshnSilvercorp
    @AshnSilvercorp Год назад

    This is good for 3D. What's a good tool like this for 2D again? Or do tilemappers already have configs for physics?

  • @megaszx08
    @megaszx08 9 месяцев назад

    Why isn't this good for final version of a game? I'm just starting out and I'm simply curious.

  • @lightinthedark8401
    @lightinthedark8401 Год назад +1

    cube tool from blender ? hmm anyway i think its great feature

    • @Faircrow
      @Faircrow Год назад +1

      What is cube tool?

  • @ConSavvy_
    @ConSavvy_ 11 месяцев назад

    How were you able to convert png files to tres to be used in cyclops?

  • @erg3hr243
    @erg3hr243 9 месяцев назад

    i'm having a problem where the materials get added

  • @BinaryBolias
    @BinaryBolias 5 месяцев назад

    6:00 You only moved the ball's mesh... 👁👄👁

  • @F0r3v3rT0m0rr0w
    @F0r3v3rT0m0rr0w 3 месяца назад

    Errors Errors and more errors ... i follow your guide i put the source code in and i get hundreds of errors. if i do the first zip i get a bunch, if i get the second somethings wrong with the gizmo.

  • @diegoantoniorosariopalomin9979

    oh, so this is an alternative to trenchbroom and godots built in csg tools

  • @dariobeltran1193
    @dariobeltran1193 12 дней назад

    This tool work on 2d ??

  • @Arkl1te
    @Arkl1te Год назад

    You can't bake lightmaps on it though.

    • @novh4ck
      @novh4ck 11 месяцев назад +1

      Export GLTF and bake light maps on that? GLTF will contain all models, textures and even collisions.

  • @Cyberfoxxy
    @Cyberfoxxy Год назад

    for prototyping Godot certainly has issues. You can't just drag and drop cubes/spheres.

  • @pioterpaszk1377
    @pioterpaszk1377 6 месяцев назад

    Ok but how import it on mobile

  • @featbbe9360
    @featbbe9360 Год назад

    it turned out that the textures are blurry no matter how much I import.

    • @novh4ck
      @novh4ck 11 месяцев назад

      You have to change the sampling filter option in the material to nearest to get a "pixely" look.

  • @allan4317
    @allan4317 10 дней назад

    Nope, this "add-on" no longer works with 4.2 or higher

  • @mkygaming1585
    @mkygaming1585 Год назад

    Does it work with godot 3

    • @lukevost
      @lukevost Год назад

      it seems that there is a code branch only for the 4th version

    • @mr_sauce_cooks
      @mr_sauce_cooks Год назад

      No i asked the developer and he confirmed it
      Its because he uses methods that only exist in godot

  • @igorgiuseppe1862
    @igorgiuseppe1862 Год назад

    godot 3x or 4x?

  • @leeoiou7295
    @leeoiou7295 Год назад +55

    Godot needs to invest in a proper asset store/market place where people can sell assets and make real money. There has to be strong financial incentive otherwise, Godot will continue to attract amateur enthusiasts. Pros do not work for free, their time is expensive.

    • @ninstars
      @ninstars Год назад +45

      Having a paid asset store officially deployed by Godot foundation would very likely cause conflict of interest among the community, people can already sell their stuff if they want, they just have to do it on their own.

    • @MrXlee1967
      @MrXlee1967 Год назад +34

      That would turn into a unity clone. Greed would end its use. Godot needs stay different. We are the people that need to give back, once you have made some money from your projects.

    • @Th3HarzyGamePlays
      @Th3HarzyGamePlays Год назад +8

      They are working (more exactly W4 Games which consists of the Godot developers) on a paid store like blendermarket

    • @saulsantos4132
      @saulsantos4132 Год назад +2

      @@Th3HarzyGamePlays not at all, w4 can’t do it as it would be a conflict with community, it will be done by the godot foundation.

    • @gruntaxeman3740
      @gruntaxeman3740 Год назад +6

      Godot is already used by professionals.
      Like you say, time is expensive: ruclips.net/video/G6OGM4fdF3M/видео.html
      You should know that major disadvantage of Unity is that it is kind of made to make money using asset store. Everything in Unity encourage to open your wallet and buy asset and that makes development more complex. For simple stuff, it is better to have simpler tool. Godot instead encourages to solve it writing couple of lines script.
      Unreal engine is kind of other side where advantage is very generously licensing and a lot of high quality assets available if developer sell soul to Epic but it is way more heavyweight. Unity just sits between those where major benefit is that there might be a lot of available asset to buy to make project and there is easy export to consoles.
      Compared to Unreal and Unity, Godot has also excellent market position in areas, where Unity and Unreal has some disadvantages.

  • @AyushGupta-wn6zd
    @AyushGupta-wn6zd Год назад +2

    Sit down. Let's talk about why you're using the steam version

    • @gamefromscratch
      @gamefromscratch  Год назад +2

      I wanted to try it out. It’s awful, never again.

  • @remaxed7223
    @remaxed7223 Год назад +1

    Do not say it

  • @voxelvoid
    @voxelvoid Год назад

    So a poor man's version of ProBuilder

  • @ddabrahim
    @ddabrahim Год назад

    I think it is perfect for a minimalist, low poly retro style 3D game. Godot can't really power anything more detailed anyway.

  • @garyproffitt5941
    @garyproffitt5941 10 месяцев назад

    He is very intelligent Mister Gamefromscratch ✔