Waterways Demo Scene WIP (river generation tool for Godot)

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  • Опубликовано: 19 янв 2025

Комментарии • 11

  • @developerfx
    @developerfx 4 года назад +1

    This is amazing.

  • @paulojonathan3161
    @paulojonathan3161 4 года назад

    Amazing, nice job!

  • @orkmaedchen
    @orkmaedchen 2 года назад

    we were shooting ducks into the water for one hour now - my kids love it (and also I)!

  • @EeVeE3D
    @EeVeE3D 4 года назад

    Really great 👍

  • @Whimfoome
    @Whimfoome 4 года назад +1

    Wonderful! Love it!

  • @saitodepaula
    @saitodepaula 4 года назад +1

    Just... Amazing! I was watching the recent video of the Unreal water resource, and then... this! I'm, from now on, following your Github repo!
    Sorry for the amount of questions, but I'm making a racing game, and I've been thinking how I would make rivers in the future, for my terrain:
    1. I've played with Zyllan's add-on already, which one are you using?
    2. The water detects any object with colliders automatically?
    3. You say in the Github readme that baking is needed, so no real time interaction I guess, is that in the plans?
    4. Particles to increment the effects of the water interacting with other objects are in the plans?
    5. With some modification of the parameters, something like mud could be made?

    • @KasperFrandsen
      @KasperFrandsen  4 года назад +1

      Thanks :).
      1. Yes I'm using the latest version of Zylann's plugin, version 1.5 which has some really cool new features like the ability to easily paint only on steep surfaces. I do change a few things in the shader used for the folliage, just to add some randomness to the scale and a bit of transmission to the material.
      2. Yeah the water can detect any thing colliding with it by baking the textures. It does this by using raycasts all along the shape of the water and writing the results to a texture, it takes a couple of seconds to calculate.
      3. Yeah no real time interaction on the flow maps. I hope to add some kind of other real time interaction, like water splashes with the player and physics objects thrown in the river, but it's not there at the moment.
      4. Yes I will add particles that spawn around the obstacles as well, just haven't gotten to it yet, won't be in this first release.
      5. Yes at the moment you can just set the clarity of the river to 0 and it will look like mud, but I plan to add more options to texturing the albedo, so you can do effects like dirty water full of flotsam or maybe do an effect like a lave stream.

  • @accumulator4825
    @accumulator4825 4 года назад

    Now you just need to make it flow faster based on the slope of the river at any given point 👌🏻

    • @KasperFrandsen
      @KasperFrandsen  4 года назад

      Actually I just added that yesterday and today I added more foam based on steepness. There'll probably be a video about it soon :) twitter.com/KasperArnklit/status/1341653272357167104

  • @krukhlis
    @krukhlis 4 года назад

    Well, you need to tune hard in order to get similar results in latest UE 4.26 stock water implementation. Congratulations, amazing results that proof that ugly 3d subsystem of Godot 3 is not the final verdict and in creative talented hands can produce fantastic results!