This was such a fun project! Let me know if you'd like to see a part 2 :). Support the channel and get access to project source code here: patreon.com/RachelfTech 🙌
It is very inspiring to see how quickly you manage to learn new concepts and then apply them to solve the problems at hand. And you manage to explain your steps and thought process very clearly too. Looking forward to seeing further progress on this project!
your happiness is really contagious lol, i was feeling a bit meh but you just sounded so excited while explaining everything and it put a big smile on my face, thank you :3
As 37yo who started learning Python only about two weeks ago, seeing how a 3D game is being created one day at a time is so exciting because of how attainable and understandable this seems! This is a great concept, I hope there is a part 2 soon, absolutely fantastic work
I feel like the journal presentation instead of documenting is making this feel way more approachable, and having the problems explained in the order you'd encounter it seems easier to remember. Excellent second monitor content.
always a treat to see your projects! are you interested in designing a full game of your own to eventually release? or are you planning to continue recreating other games to learn? regardless of what you choose, it's always fun to see you explore game dev and solve problems :)
Thank you! I'd like to do that sometime in the future, but for now I mainly plan on continuing to make a bunch of smaller projects/prototypes to keep learning different things quickly.
A Part 2 would actually be interesting if you are to make it, mainly because I just love seeing the crazy ideas some people come up with when making their own Minecraft clones
Also, your adventures in figuring out the multithreading crashes were super interesting! I have never seen my code break in so many ways than I did when adding multithreading lol.
This is great! Thanks so much for sharing 😃 I went through something similar a while back and became attracted to compute shaders to generate the meshes to also support arbitrary geometry, but ultimately felt overwhelmed and took a break to consider other project ideas. Your work on this is encouraging and is making consider going back to finish out my own project. THANK YOU! 😄
This is a great video for developers to see. Showing the ideas and issues that arise and the steps that you use to try and remedy them. Just making a game to learn can be the most rewarding part of this hobby. Also the shadows that your chickens eyes threw made it look like it was crying 😂
Nice project! Really cool to see you come up with solutions as you learn stuff from scratch. Just in case you hadn't found it yet, for any build in material in Godot, after you set it up to do what you want it to do, you can open the dropdown and select "Convert to ShaderMaterial". This is a wonderful way to learn more about how shaders are build in Godot and further customise/optimise the shader code. Also the technique of using a full screen quad to do post effects is a bit of a hack because Godot didn't have an alternative. But behind the scenes this makes a copy of the screen texture and depth texture from which you end up reading. Since 4.2 Godot has a new system called compositor effects. A little more daunting to use but better suited to the task. Godot 4.3 introduces an optimisation in the form of a Reverse-Z depth buffer, depending on your fog implementation you may need to make a small change.
Damn you're so talented at figuring out your problems and looking for the answers on either docs or github issues. You're not afraid to learn something new no matter how intimidating it seems. Definitely motivates me to do the same😊 Also personally i like this format, how you compress all those 70+ hours of footage into an engaging 30 minute video. Even though i don't understand some of it (i'm also still new in Godot 3D), atleast i have an idea on how to start my next project. Thanks for this✨
most impressive video about a minecraft clone I've ever seen .. in particular I was totally unaware about shadow aliasing, never heard of that, but I think early minecraft at least had that problem very visibly too, became a lot smoother with each beta version
This was a really great video. The way you explained and broke down each part at a perfect level for me. A lot of videos like this feel the need to explain every algorithm and like of code, this is so much more practical and treats the audience like they actually know some things about game dev. Admittedly more niche, but perfect for me.
Godot is very friendly for working with voxels, and its node system really helps with that. I'm creating a voxel city builder in Godot, and for me, it has been the perfect engine for this type of game!
I love this. Many youtubers that said they create minecraft in a game engine ended up just creating the terrain system and that's it. No trees, no animals, no crafting, wich is okay I guess, until you don't call it to minecraft. But you already made caves, and animals (at least one :D) and if I'm correct you want to develop a lot of other features to this project. So it's great and I'm really looking forward to the next video :)
@@RachelfTech You could totally turn this into a bird-based game: nest blocks, tree generation where nests and birds naturally spawn, different bird types, eggs, etc. Like Slime Rancher, but with birds, and each bird type can have its own unique abilities or resources.
This was a great watch! I loved this video! As someone who is very interested in godot game development and a massive fan of Minecraft, I enjoyed seeing the process of how games are made. Awesome video
This was fascinating to watch. I loved seeing you work through each of the issues and optimizations. Subscribed and look forward to seeing more of your content!
I'm obsessed with watching game development videos and projects and I have to say you have a really fantastic approach to the videos! You have just the right amount of explanations on features and bugs and processes that I'm able to actually understand the steps you've taken to add certain mechanics and features and fix bugs without it seeming overly easy or boring!! Keep it up!!
As a dev myself, I can relate to your 'learning new things' phase. It's really refreshing to see the enjoyment after solving each challenge on the way to the final goal. Keep going, have fun, and I wish you many more followers! 😉
I watched the first 12 minutes of this and had to leave. I was thinking about this video all afternoon and had to watch to the end. You just kept adding feature after feature. I can't wait for the part 2. I hope you take a good long break from this first though so you can have some time to recharge. Thank you for making this!!
@@RachelfTech I agree with taking a break and making a different video. A new project will attract new viewers and get more likes. I cannot believe how much you were able to step me through so many rendering issues with Godot, that I never even thought of before I watched this. Your way of stepping through issues and then dwelling on them to the next day is the same way that I try to utilize when create large swathes of new code. Thank you!!
Voxel worlds are difficult Q.Q Challenge mode: create a system that causes a chunk to reconfigure itself to half resolution and no collision, once it falls outside the usual loading distance. This would allow more of the world to be visible at once with minimal performance impact. If you can do this, you'll have outpaced Minecraft, which requires the Distant Horizons mod to achieve this. I feel like this would be a lot more stable if it's implemented as a primary system, too. Or do your own thing; I'm not gonna tell you what to do, lol. Happy coding!
this is an AWESOME video. i love love love just watching how people work through problems in godot. it simultaneously makes me feel less stupid AND gives me an idea of how to work around my own problems. thank you!
Very cool project! You can make a way easier fog shader by simply only shading the blocks(where distance is not infinite). This way the sky texture is never overwritten in the first place.
Thanks! Yeah when I get back to this project I'll probably test out switching to that. I did consider doing that but, for some reason I don't remember, I opted for this more complex approach 😅
Very very cool. I've done work with voxels in the past and its not easy stuff sometimes, so neat to watch you go through the struggles. Challenge mode for next time: antialiasing and multiplayer! Subbed!
Very underrated channel, I really enjoyed watching the process, and the story telling! Me myself never really worked on 3d games yet. It was very useful to watch!
Jeez, that's impressive. I write code all day and I cannot imagine trying to keep track of also making a cohesive video of it at the same time. Well done.
I am very surprised with how you got so much done in such a short amount of time and then also managed to record and edit the entire thing, looks phenomenal for 2 weeks!
Fog via a blended screen quad is quite an expensive solution - the way it's done traditionally is by blending the vertex colour of the mesh with the fog colour based on distance from the camera
I tried the game, and it's pretty amazing tbh. A few improvements I would make before considering it playable (roughly in order of importance): - The gravity feels like the moon. Jumping is not satisfying as it takes a long time to land. Increase gravity drastically. - The block place distance feels a bit short compared to Minecraft. I kept being confused why my blocks weren't placing, and it's because I was too far away despite feeling like I was right next to it. - I can't look straight up or straight down. This makes building vertically extremely annoying. Set the min/max pitch to as close to ninety degrees as possible (e.g. -89 to +89). This is one of my biggest pet peeves in 3D games. There's no reason to constrain this other than to avoid the weird math that happens at exactly 90 degrees. - I can't fit in a 2x1 tunnel. I have to die the ceiling out 3 high to walk in it. Make the player collider fit here. - Standing on top of the pet makes it spin wildly and throw me off in a weird way. Maybe don't allow this, or make it less buggy somehow.
This is cool. I made a small Minecraft in Godot once (not very original, just a faithful slice of MC), biggest problem I had was that I noticed GridMap was very unoptimized, but doing it manually would be too hard for a small project. I got to make mobs, redstone, crafting, caves, even added Him secretly as a boss, so it felt pretty cool. I really felt like this kind of engine isn't great for a game like Minecraft though. It needs a lot of specific tricks both in simulating and rendering the world. (If someone wants to see it you can uh... look up Pou 4 on itch, buy a PC in the game, and Minecraft 2 and go home and launch it... yeah)
Very well done. I tried that once and it wasn't easy. Your version is better than mine. A small suggestion about optimization. Separate the mesh for each chunk so that you have a separate mesh for each face direction. Then you can skip rendering completely of all meshes facing away from you in the neighboring chunks which helps a lot. You only need to update which meshes are facing away from you when you cross a chunk boundary and only for some chunks, not all. Anyway, amazing job.
This is so impressive, i tried learning godot but sadly lack the patience to learn how to code. This is an amazing and ambitious first project and you should be really proud!
I used to like messing around with that kind of stuff when i was using libgdx and java, so its really interesting to see how you did the various steps in godot
I used to love programming.. I like these videos because I am so busy with my job that I no longer have the time for hobyist programming anymore. Watching this is like a weeks worth of me meandering through my code projects without actually doing it myself :]
Awesome video! You could also try to implement the greedy mesh algortihm to combine the triangles on the flat surfaces to further improve performance. Love the content!
As someone who is slowly trying to get into developing their own game, this is pretty damn inspiring. Unfortunately, I have the intellectual capacity of melted tennis racket, but still, awesome stuff man!
This was such a fun project! Let me know if you'd like to see a part 2 :). Support the channel and get access to project source code here: patreon.com/RachelfTech 🙌
We want part 2 !
Absolutely! 😁
Yes - please! 😊
Yes, please make more. So many awesome new godot projects out there, love to see it
PART 2 PART 2 PART 2
That's nothing. I made Godot in Minecraft
xDDDD
Now make Minecraft inside Minecraft's Godot
@@lucasfranke5161 And then make gedot in that minecraft
"What is the square root of 2?"
The square root of 2:
😂😂 good luck
Was expecting this to be scuffed but No, it's all here. Chunking, Threads, Mesh generation. Amazing job there ❤
I really appreciate the "I'm gonna do this learning project for two weeks" and sticking to it. Thanks for sharing this. :)
It is very inspiring to see how quickly you manage to learn new concepts and then apply them to solve the problems at hand. And you manage to explain your steps and thought process very clearly too. Looking forward to seeing further progress on this project!
Thanks so much!
your happiness is really contagious lol, i was feeling a bit meh but you just sounded so excited while explaining everything and it put a big smile on my face, thank you :3
I'm so happy to hear that, thank you!
I'm both impressed and jealous that you went from learning Godot to making a Minecraft clone that doesn't run at 3fps in 5 months
"Because I wouldn't have to worry too much about 3D modeling or complicated math" - and later she would regret that statement
As 37yo who started learning Python only about two weeks ago, seeing how a 3D game is being created one day at a time is so exciting because of how attainable and understandable this seems! This is a great concept, I hope there is a part 2 soon, absolutely fantastic work
I feel like the journal presentation instead of documenting is making this feel way more approachable, and having the problems explained in the order you'd encounter it seems easier to remember. Excellent second monitor content.
Dissappering into the mist at 26:52 made my day, 😂.
straight up horror gameplay
Seems like she unintentionally recreated Herobrine…
always a treat to see your projects! are you interested in designing a full game of your own to eventually release? or are you planning to continue recreating other games to learn? regardless of what you choose, it's always fun to see you explore game dev and solve problems :)
Thank you! I'd like to do that sometime in the future, but for now I mainly plan on continuing to make a bunch of smaller projects/prototypes to keep learning different things quickly.
@@RachelfTech cool! love the videos
A Part 2 would actually be interesting if you are to make it, mainly because I just love seeing the crazy ideas some people come up with when making their own Minecraft clones
It's fun just brainstorming ideas for it! Definitely planning on returning to this in the future :)
Also, your adventures in figuring out the multithreading crashes were super interesting! I have never seen my code break in so many ways than I did when adding multithreading lol.
This is great! Love to see a part 2
Thanks so much, I'm a big fan of your videos!
Terrific project! Very inspiring. Would love a part 2.
This is great! Thanks so much for sharing 😃
I went through something similar a while back and became attracted to compute shaders to generate the meshes to also support arbitrary geometry, but ultimately felt overwhelmed and took a break to consider other project ideas.
Your work on this is encouraging and is making consider going back to finish out my own project.
THANK YOU! 😄
Please, please, make a tutorial out of this. Can even be scattered tutorials of some chunks. The newbie godot community would love you for life
The bird is starting to gain some lore. It's going to need a name soon
Amazing job! Looks like you were having a blast! Got to love/hate when you simply code!
This is a great video for developers to see. Showing the ideas and issues that arise and the steps that you use to try and remedy them. Just making a game to learn can be the most rewarding part of this hobby. Also the shadows that your chickens eyes threw made it look like it was crying 😂
Good stuff! The bird gives me the chills. No matter what you do, he is always close, watching you, judging you, waiting.
9:15 only in the game logic code, for the rendering we use 16x16x16 chunks (called RenderChunks)
Nice project! Really cool to see you come up with solutions as you learn stuff from scratch.
Just in case you hadn't found it yet, for any build in material in Godot, after you set it up to do what you want it to do, you can open the dropdown and select "Convert to ShaderMaterial". This is a wonderful way to learn more about how shaders are build in Godot and further customise/optimise the shader code.
Also the technique of using a full screen quad to do post effects is a bit of a hack because Godot didn't have an alternative. But behind the scenes this makes a copy of the screen texture and depth texture from which you end up reading. Since 4.2 Godot has a new system called compositor effects. A little more daunting to use but better suited to the task.
Godot 4.3 introduces an optimisation in the form of a Reverse-Z depth buffer, depending on your fog implementation you may need to make a small change.
Damn you're so talented at figuring out your problems and looking for the answers on either docs or github issues. You're not afraid to learn something new no matter how intimidating it seems. Definitely motivates me to do the same😊
Also personally i like this format, how you compress all those 70+ hours of footage into an engaging 30 minute video. Even though i don't understand some of it (i'm also still new in Godot 3D), atleast i have an idea on how to start my next project. Thanks for this✨
Thanks so much, I really appreciate the kind words! Also happy to hear you like the format. I've been really enjoying making videos like this!
most impressive video about a minecraft clone I've ever seen .. in particular I was totally unaware about shadow aliasing, never heard of that, but I think early minecraft at least had that problem very visibly too, became a lot smoother with each beta version
This was a really great video. The way you explained and broke down each part at a perfect level for me. A lot of videos like this feel the need to explain every algorithm and like of code, this is so much more practical and treats the audience like they actually know some things about game dev. Admittedly more niche, but perfect for me.
Glad to hear you enjoyed the format! I'm definitely planning to keep making similar videos, I find them really fun to make as well!
Godot is very friendly for working with voxels, and its node system really helps with that. I'm creating a voxel city builder in Godot, and for me, it has been the perfect engine for this type of game!
That was fantastic! I hope to see more of your videos in the future. You're very talented!
I love this. Many youtubers that said they create minecraft in a game engine ended up just creating the terrain system and that's it. No trees, no animals, no crafting, wich is okay I guess, until you don't call it to minecraft. But you already made caves, and animals (at least one :D) and if I'm correct you want to develop a lot of other features to this project. So it's great and I'm really looking forward to the next video :)
Thanks! Yeah I have much more I plan on adding in the future, just had to stop for now because the video was getting too long 😅.
this is awesome lol i love this
and the bird returns!!
Thank you! 🐔🐔🐔
@@RachelfTech You could totally turn this into a bird-based game: nest blocks, tree generation where nests and birds naturally spawn, different bird types, eggs, etc. Like Slime Rancher, but with birds, and each bird type can have its own unique abilities or resources.
This was a great watch! I loved this video! As someone who is very interested in godot game development and a massive fan of Minecraft, I enjoyed seeing the process of how games are made. Awesome video
Much appreciated!
Crazy challenge for your first 3D project!
This was fascinating to watch. I loved seeing you work through each of the issues and optimizations. Subscribed and look forward to seeing more of your content!
I'm obsessed with watching game development videos and projects and I have to say you have a really fantastic approach to the videos! You have just the right amount of explanations on features and bugs and processes that I'm able to actually understand the steps you've taken to add certain mechanics and features and fix bugs without it seeming overly easy or boring!! Keep it up!!
Thanks so much for the kind words, I'm really happy to hear the format is working well! :)
As a dev myself, I can relate to your 'learning new things' phase. It's really refreshing to see the enjoyment after solving each challenge on the way to the final goal. Keep going, have fun, and I wish you many more followers! 😉
Thanks so much!
subscribed and tracking. Cool project. I hope inspiration strikes soon to get you back into it
I watched the first 12 minutes of this and had to leave. I was thinking about this video all afternoon and had to watch to the end. You just kept adding feature after feature. I can't wait for the part 2. I hope you take a good long break from this first though so you can have some time to recharge. Thank you for making this!!
Thanks so much, glad to hear you enjoyed it! I'm taking a break and working on a different project/video right now :)
@@RachelfTech I agree with taking a break and making a different video. A new project will attract new viewers and get more likes. I cannot believe how much you were able to step me through so many rendering issues with Godot, that I never even thought of before I watched this. Your way of stepping through issues and then dwelling on them to the next day is the same way that I try to utilize when create large swathes of new code. Thank you!!
Voxel worlds are difficult Q.Q
Challenge mode: create a system that causes a chunk to reconfigure itself to half resolution and no collision, once it falls outside the usual loading distance. This would allow more of the world to be visible at once with minimal performance impact. If you can do this, you'll have outpaced Minecraft, which requires the Distant Horizons mod to achieve this. I feel like this would be a lot more stable if it's implemented as a primary system, too.
Or do your own thing; I'm not gonna tell you what to do, lol. Happy coding!
Yeah that would be interesting to explore! Lots of different optimization options I haven't tried yet!
Awesome how in depth you went! Most videos I saw stop at one chunk. This was a great watch. Also thanks for the Mac version of the game!
this is an AWESOME video. i love love love just watching how people work through problems in godot. it simultaneously makes me feel less stupid AND gives me an idea of how to work around my own problems. thank you!
So glad to hear, thanks!
This was entertaining and really informative, thank you!
You are such an inspiration. I also enjoy your energy and how much fun you have. Keep up the good work!
Thanks so much!
Your work here is seriously impressive!
Yay a new Rachel video dropped. This project really looked pretty neat. loved the bird addition. hoping we get a part 3. :)
Thanks so much!
really interesting to see as your learned and solved problems and it shows your passion for this . Awesome stuff , thanks for sharing this project :)
Thank you! :)
I have been waiting on someone to do a godot minecraft clone. This we well done, great job. I look forward to seeing what else you get into!
Very cool project! You can make a way easier fog shader by simply only shading the blocks(where distance is not infinite). This way the sky texture is never overwritten in the first place.
Thanks! Yeah when I get back to this project I'll probably test out switching to that. I did consider doing that but, for some reason I don't remember, I opted for this more complex approach 😅
As someone who is also starting to do game dev stuff I do really love this!
Definitly want to see a part 2 to this. Fun and interesting!
This is really neat! Loved seeing your learning process
It looks like limbo. An endless foggy world, and there are no one in it except a silent staring chicken that follows you day and night.
Very very cool. I've done work with voxels in the past and its not easy stuff sometimes, so neat to watch you go through the struggles. Challenge mode for next time: antialiasing and multiplayer! Subbed!
Great video! Loved how you explained all the problems you encountered!!
Wow so much work to get this going! Would love to see you continue and make an inventory/crafting system.
Very underrated channel, I really enjoyed watching the process, and the story telling!
Me myself never really worked on 3d games yet. It was very useful to watch!
Thanks so much, glad to hear!
I've seen so many (good) videos where Minecraft gets recreated. This is the first time I've seen it being recreated in Godot. I love this so much lol
This seemed so fun, that I now want to do a project like this
Jeez, that's impressive. I write code all day and I cannot imagine trying to keep track of also making a cohesive video of it at the same time. Well done.
This looked like a rewarding project! Great Job!
Very cool! You definitely picked up some advanced skills! Glad you kept it up!
Thank you! Yeah I definitely feel I learned a lot!
I had no idea you were so into tech as well. Ive watched a lot of your guitar stuff and I am truly amazed right now.
the solutions you come up with blow my mind every time omg
I am very surprised with how you got so much done in such a short amount of time and then also managed to record and edit the entire thing, looks phenomenal for 2 weeks!
I really liked the bird from your desktop pet game in the Minecraft world! Great video and fantastic presentation.
Thank you!
Fog via a blended screen quad is quite an expensive solution - the way it's done traditionally is by blending the vertex colour of the mesh with the fog colour based on distance from the camera
absolutely fantastic. and super inspiring.
wow!! amazing video. the creation u made looks great
I tried the game, and it's pretty amazing tbh. A few improvements I would make before considering it playable (roughly in order of importance):
- The gravity feels like the moon. Jumping is not satisfying as it takes a long time to land. Increase gravity drastically.
- The block place distance feels a bit short compared to Minecraft. I kept being confused why my blocks weren't placing, and it's because I was too far away despite feeling like I was right next to it.
- I can't look straight up or straight down. This makes building vertically extremely annoying. Set the min/max pitch to as close to ninety degrees as possible (e.g. -89 to +89). This is one of my biggest pet peeves in 3D games. There's no reason to constrain this other than to avoid the weird math that happens at exactly 90 degrees.
- I can't fit in a 2x1 tunnel. I have to die the ceiling out 3 high to walk in it. Make the player collider fit here.
- Standing on top of the pet makes it spin wildly and throw me off in a weird way. Maybe don't allow this, or make it less buggy somehow.
I love your excitement for coding/development, it's contagious! 😄
That was amazing. And if you continue and build a complete game (and you seem pretty prepared for this) then you might sell it pretty well. Go for it!
Awesome job! Pretty amazing how quickly you were able to get everything put together!
Thank you!
This is cool. I made a small Minecraft in Godot once (not very original, just a faithful slice of MC), biggest problem I had was that I noticed GridMap was very unoptimized, but doing it manually would be too hard for a small project. I got to make mobs, redstone, crafting, caves, even added Him secretly as a boss, so it felt pretty cool. I really felt like this kind of engine isn't great for a game like Minecraft though. It needs a lot of specific tricks both in simulating and rendering the world.
(If someone wants to see it you can uh... look up Pou 4 on itch, buy a PC in the game, and Minecraft 2 and go home and launch it... yeah)
Very well done. I tried that once and it wasn't easy. Your version is better than mine. A small suggestion about optimization. Separate the mesh for each chunk so that you have a separate mesh for each face direction. Then you can skip rendering completely of all meshes facing away from you in the neighboring chunks which helps a lot. You only need to update which meshes are facing away from you when you cross a chunk boundary and only for some chunks, not all. Anyway, amazing job.
great fun to watch video, great job!
Loved watching this, gave me some ideas for my own Godot projects ! Would love to see you develop this project further :)
Happy to hear, thanks!
This is so impressive, i tried learning godot but sadly lack the patience to learn how to code. This is an amazing and ambitious first project and you should be really proud!
Thank you! I'm pretty new to game dev but I do have a lot of prior coding experience, so that definitely makes things much easier!
I’ve been playing with voxel based worlds for many years and I must say you made incredible progress. Really enjoyed the video.
Thanks so much, I appreciate it!
Very solid video! I envy your tenacity.
You are so smart! I could never figure this kind of stuff out 😮 and nice guitars!!!
Thank you! 🎸
Well done! What a great way to leap into unfamiliar territory.
Oh thats awesome! Good to see whats possible
Great video, I really like your style with the video
Impressive. Also really like the humble attitude even though you are obviously a talented game developer. 😊
Bro, I used to watch you learn guitar and now I'm seeing you're getting into game dev! That's sick! I'm also a musician learning game development
Pretty cool job either way, this is impressive. Subbed.
I used to like messing around with that kind of stuff when i was using libgdx and java, so its really interesting to see how you did the various steps in godot
I have thought a lot about trying this but damn does it look hard, you are so productive, I can't believe you made this in just 2 weeks, good job :))
Thanks so much! I was pretty hyper focused these weeks 😄. It's a fun project to work on so I'd recommend it!
wow, great result and very inspiring
26:51 okay that truly is a horror game, the moment you catch it following you it does that and disappears.
I used to love programming.. I like these videos because I am so busy with my job that I no longer have the time for hobyist programming anymore. Watching this is like a weeks worth of me meandering through my code projects without actually doing it myself :]
keep going, it's hard work at times but fun too 👍
damm this is sick, i would like to see a part 2
wow this is amazing, nice job!
Awesome video!
You could also try to implement the greedy mesh algortihm to combine the triangles on the flat surfaces to further improve performance.
Love the content!
Could definitely be interesting to explore further optimizations!
I'd love a more in-depth look at how you map a 2d image atlas to the 3d mesh, that's something I'm struggling with.
Oah that's a lot of guitars, you must be a cool person to jam with
look so good, i want to see it grow
Wow video was very interesting and informative and it was such a cozy to watch 👏
So happy to hear, thank you!
As someone who is slowly trying to get into developing their own game, this is pretty damn inspiring. Unfortunately, I have the intellectual capacity of melted tennis racket, but still, awesome stuff man!