I suppose you could use the density texture and the particle collision thing to have characters displace fog as they're moving through it? Have some swirly thick wisps go off as you move and then you'd leave an emptier trail volume which slowly could fill back up in time?
so can one make it so that when they enter an area it keeps the fog everywhere but in the area entered. So like if you were making a game of The Myst the out side would be foggy with environmental fog but not inside a building
One issue with Godot 4 fog, both regular and volumetric, is that it seems there is no way to disable it from affecting unshaded objects. A friend and I have been working on a game where we are using custom geometry skyboxes that we just had as unshaded in Godot 3 to keep them from getting fogged over, but now our cheerful stylized sky looks like it's covered in smog any time fog is enabled.
Nice channel! Im new to godot, i wanna make 3D games, been doing 2D for 2 yrs. Wanna try something differrent. What channels do you recommend for complete game example making start to finish? Mainly 3D projects Thank you
I actually think the 3D side of the Godot tutorial space is sadly lacking - GDQuest has some great content (I worked there I can really recommend it :')) Miziziziz has a solid 3D fps course too
I saw you your navigation demo on reddit. Did you check performance when all the agents are following the player against a corner for example? I'm testing with 100 and 200 agents and all run smooth until they get closer to each other. The profile shows 222ms aprox on velocity_computed() signal and everything lags like hell. ¿Can you share the agent script? Thx
Can't say I've noticed any explicit problems in corners - I do a few checks to reduce navigation calls, mainly with a timer and checking if the distance the target has moved has exceeded a threshold (this would probably be quite necessary on a bigger scale on a large maps with chunks) All my source is in the Godot 4 Beginners course ^^
I get everyone has to eat, but man every time I try to self teach, the knowledge I'm actually good at understanding is behind a paywall. Sucks not having money
Finally I can hide my shitty blender skills behind layers of fog and atmosphere
lmao this is the best take
Those fog volume particles are crazy
I know right? 🤩
Love your RUclips videos/content, so purchasing the course was a no brainer. Done! You clearly have a great understanding of all things Godot.
Thankyou so much! I absolutely love making this stuff - so happy you enjoy it ^^
I suppose you could use the density texture and the particle collision thing to have characters displace fog as they're moving through it? Have some swirly thick wisps go off as you move and then you'd leave an emptier trail volume which slowly could fill back up in time?
Now that's a fantastic idea, also you can create global shader parameters in G4 so sharing that 3d texture between everything would be way easier 🤔
so can one make it so that when they enter an area it keeps the fog everywhere but in the area entered. So like if you were making a game of The Myst the out side would be foggy with environmental fog but not inside a building
One issue with Godot 4 fog, both regular and volumetric, is that it seems there is no way to disable it from affecting unshaded objects. A friend and I have been working on a game where we are using custom geometry skyboxes that we just had as unshaded in Godot 3 to keep them from getting fogged over, but now our cheerful stylized sky looks like it's covered in smog any time fog is enabled.
Very inspiring!
Thankyuuuu c:
Thankyou!
Any time! c:
Very nice!
Nice channel! Im new to godot, i wanna make 3D games, been doing 2D for 2 yrs. Wanna try something differrent. What channels do you recommend for complete game example making start to finish? Mainly 3D projects
Thank you
I actually think the 3D side of the Godot tutorial space is sadly lacking - GDQuest has some great content (I worked there I can really recommend it :')) Miziziziz has a solid 3D fps course too
I saw you your navigation demo on reddit. Did you check performance when all the agents are following the player against a corner for example? I'm testing with 100 and 200 agents and all run smooth until they get closer to each other. The profile shows 222ms aprox on velocity_computed() signal and everything lags like hell. ¿Can you share the agent script? Thx
Can't say I've noticed any explicit problems in corners - I do a few checks to reduce navigation calls, mainly with a timer and checking if the distance the target has moved has exceeded a threshold (this would probably be quite necessary on a bigger scale on a large maps with chunks)
All my source is in the Godot 4 Beginners course ^^
Hi, really nice content! How can I setup a world environment like in this video? Is there any video or guide that I can follow?
wow just noticed I missed the sale :(
any info on when the next one will be?
Keep an eye out for my video next Monday 😉
Great video! One question: Can you do the Fog with WorldEnvironment in 2D too?
Wondering this as well.
what the fog doin'
Do you share the source code of the project?
Yep! Source code is already in Godot 4 Beginners with more demos being added and guides are in the works ^^
I get everyone has to eat, but man every time I try to self teach, the knowledge I'm actually good at understanding is behind a paywall. Sucks not having money
Are you God?