Amazing, I haven't been able to find anyone that goes through the code so thoroughly, you're also doing advanced things, and yet you're explaining it so well, it's easy to follow.
I also sometimes research topics from Unity or Unreal and apply them in Godot, that is a smart way of doing it, some issues or approaches transcend the engine we are working in,
@@nanotechgamedev how do you do this? i'm just going through the videos of the playlist didn't start the project yet but thank you very much for taking your time doing it, this is exactly what i wanted to learn, thank you very much
What do you mean when you say standalone version of this? I always try to decouple the videos for anyone that isn't following the series, but something like an RTS project can go so far without relating to previous videos,
I'm having an issue. I followed this to the letter (except for a _get_vector3_from_raycast_ func from the Camera module thrown in), but the units all go to the same spot. Here's some print() output: _Guard moving out to (-1.215359, 0, 14.12725)._ _Guard moving out to (-1.342802, 0, 14.02122)._ What could be happening?
Probabilly an issue with the physics collision or the conversion between the 2D coordinates to 3D, my terrain is using a simple collision mesh underneath to detect the mouse coordinates, I belive that is what the raycast is colliding against, the functions I used for the conversion are built-in so you should not have any issues, I would try to debug to first know if it's an issue with collisions raycast then if it's an issue with the conversion from the camera coordinates, then test the algorithm of the formations to see if it's not that, the code in the video should work, there's probabilly something else missing, make sure your objects are not scaled weirdly, everything should be on XYZ 1, physics collision don't work well with unapplied scales,
@@nanotechgamedev I debugged the code and mostly found nothing wrong. The scales are all (1, 1, 1) too. I'm pretty sure the problem is in the get_vec3_from_cam_raycast func _var ray_from:Vector3 = camera.project_ray_origin(cam_2d_coords)_ _var ray_to:Vector3 = ray_from + camera.project_ray_normal(cam_2d_coords) * 1000.0_ _var ray_params:PhysicsRayQueryParameters3D = PhysicsRayQueryParameters3D.create(ray_from, ray_to)_ _var result:Dictionary = camera.get_world_3d().get_direct_space_state().intersect_ray(ray_params)_ _if result: return result.position_ _else: return Vector3.ZERO_
Amazing, I haven't been able to find anyone that goes through the code so thoroughly, you're also doing advanced things, and yet you're explaining it so well, it's easy to follow.
This is excellent material. Thank you!
though i use unity, i still find this very useful~
I also sometimes research topics from Unity or Unreal and apply them in Godot, that is a smart way of doing it, some issues or approaches transcend the engine we are working in,
@@nanotechgamedev how do you do this? i'm just going through the videos of the playlist didn't start the project yet but thank you very much for taking your time doing it, this is exactly what i wanted to learn, thank you very much
you deserve more views
Is there some sort of a standalone version of this? I'm not interested in previous parts of this "series" only this one.
What do you mean when you say standalone version of this? I always try to decouple the videos for anyone that isn't following the series, but something like an RTS project can go so far without relating to previous videos,
Nice serie really useful
Godot needs proper support for modules
I'm having an issue. I followed this to the letter (except for a _get_vector3_from_raycast_ func from the Camera module thrown in), but the units all go to the same spot.
Here's some print() output:
_Guard moving out to (-1.215359, 0, 14.12725)._
_Guard moving out to (-1.342802, 0, 14.02122)._
What could be happening?
Probabilly an issue with the physics collision or the conversion between the 2D coordinates to 3D, my terrain is using a simple collision mesh underneath to detect the mouse coordinates, I belive that is what the raycast is colliding against, the functions I used for the conversion are built-in so you should not have any issues, I would try to debug to first know if it's an issue with collisions raycast then if it's an issue with the conversion from the camera coordinates, then test the algorithm of the formations to see if it's not that, the code in the video should work, there's probabilly something else missing, make sure your objects are not scaled weirdly, everything should be on XYZ 1, physics collision don't work well with unapplied scales,
@@nanotechgamedev I debugged the code and mostly found nothing wrong. The scales are all (1, 1, 1) too. I'm pretty sure the problem is in the get_vec3_from_cam_raycast func
_var ray_from:Vector3 = camera.project_ray_origin(cam_2d_coords)_
_var ray_to:Vector3 = ray_from + camera.project_ray_normal(cam_2d_coords) * 1000.0_
_var ray_params:PhysicsRayQueryParameters3D = PhysicsRayQueryParameters3D.create(ray_from, ray_to)_
_var result:Dictionary = camera.get_world_3d().get_direct_space_state().intersect_ray(ray_params)_
_if result: return result.position_
_else: return Vector3.ZERO_