Environmental Interactions in Godot 4 (Grass, Terrain, Water Simulation)

Поделиться
HTML-код
  • Опубликовано: 24 дек 2024

Комментарии • 23

  • @diogenesnascimento6433
    @diogenesnascimento6433 28 дней назад +1

    you're so talented dude, thanks for the material

  • @v-alfred
    @v-alfred 6 месяцев назад +3

    oh boy, you're awesome! I was using your cloud with few adjustment for my prototype project, it looks amazing! I'll make sure to put credit where its due man, you're included :)

    • @Bonkahe
      @Bonkahe  6 месяцев назад +1

      Thank you very much!
      I'm glad to hear the clouds found a home~
      literally every project I've seen with those in it have been awesome projects, I'm honored to keep seeing it be used.

  • @Andserk
    @Andserk 6 месяцев назад +1

    what an amazing treat of a vacation video 😂 it all looks so good! my mind was blown by those foamy wave effects, hats off. keep up the good work

    • @Bonkahe
      @Bonkahe  6 месяцев назад +4

      Lol thank you so much! I think the waves are my favorite so far for sure, I think the grass would probably be the most noticeable in games, but noticeable or not I love those waves xD

  • @so_easy23
    @so_easy23 6 месяцев назад +1

    this channel is slept on💯 i rarely comment on godot viddys but it was kinda hard to find ur channel so might as well leave an engagement comment. this dude just whipped out 3 huge assets for godot in a very unsaturated area for the community, damn

    • @Bonkahe
      @Bonkahe  6 месяцев назад +1

      Lol thank you man, glad you like the assets/videos, and I always appreciate the comments~

    • @so_easy23
      @so_easy23 6 месяцев назад +1

      @@Bonkahe hell yea. this is also a great boon to beginner godotians, I can only think of 2-3 other robust examples of viewports for interactable environments out there rn

  • @sinewavey
    @sinewavey 6 месяцев назад +1

    Another great video! I think this gives me enough insight to try a viewport texture to draw permanent blood splatters.

    • @Bonkahe
      @Bonkahe  6 месяцев назад

      Oh that would be super cool! I know a game a little while back did that with tire marks, but they did theirs by not moving the viewport and having it not clear the previous image, and having a transparent background, then the stamps instead of being left behind just moved with the wheels and it like continually added to the texture, if your working with a fixed environment it would work wonders.

  • @readyforlol
    @readyforlol 6 месяцев назад +3

    Can you please, please, PLEASE do it with particles and do a full tutorial(s) for all this ?
    I’ve been looking on how to do that kind of effect online for months on and off, and could only find more high-level explanation summarizing the thing instead of ”in the weeds” kind of tutorial that goes on specifics.
    I get what we’re trying to do, but can’t figure out how to make it work on my own, and something tells me I wouldn’t be the only one.

    • @Bonkahe
      @Bonkahe  6 месяцев назад +1

      I mean this is the majority of it, did you get the example working as is?
      For the particles it's really simple, it would just be spawning a particle with no velocity which is oriented upwards and has a quad as the mesh, then you just set the render layer to 19 and your off to the races.
      I can make a tutorial for how to implement the particles, but I don't think it will be a normal Wednesday tutorial, it would just be like 2-3 minutes long, so I would probably put it out on the weekend or something.

    • @XnecromungerX
      @XnecromungerX 6 месяцев назад +1

      @@Bonkahe This description is good, but also remember in making all of these things many steps that are clear and obvious to you are novel and difficult for people.
      This is in the sense that people who do these venture projects into making these methods end up being experts training themselves on how to do things that might not be easy for others.

  • @DonGoodfluff
    @DonGoodfluff Месяц назад

    I am trying to make this work on transformed surfaces, for example I have a ramp made of water (wave) and want the water displacement to work accurately. Since it is slanted the method to identify where on the viewport texture the player is off since the size of the mesh wont give an accurate location. Any ideas? Also non square meshes don't seem to work as well.

  • @nue_hazel
    @nue_hazel 6 месяцев назад +2

    any chance to provide the beginner friendly set up videos?
    high quality content as always..

    • @Bonkahe
      @Bonkahe  6 месяцев назад +1

      Thank you so much!
      I probably will, you're not the only one who asked, I thought it was pretty self explanatory, but it's probably prudent to throw together a little step by step implementation guide.

  • @JohnStonexDj
    @JohnStonexDj 29 дней назад +1

    your script works fine on a CharakterController
    The Grass layes down and stand up smooth, so you have the nice trace
    but my Grass stand up instand when I use a MeshInstance3D O.o can you help me?

  • @MadManTnT
    @MadManTnT 6 месяцев назад +1

    Great.

  • @franciscolopez-kw2xq
    @franciscolopez-kw2xq 6 месяцев назад +1

    waw, esta de locos

  • @jasonwilliams8730
    @jasonwilliams8730 6 месяцев назад

    👍

  • @dometester4660
    @dometester4660 3 месяца назад +2

    The water! Finally some water. I seached hard just to see some good for godot. Can we just aks you to tell about it some more? It does not need to be interactive

    • @Bonkahe
      @Bonkahe  3 месяца назад +1

      I will definently be going over ocean/water in the future, been a little bit slammed at work this last while, but it is in the future plans!
      Glad you liked it, in the mean time feel free to use this water, it's not the best but it's also not terrible.