LODs switching is a much less jarring too so I am finally happy, I just better not stare at it so long that I start hating this one too.
#Godot
LODs switching is a much less jarring too so I am finally happy, I just better not stare at it so long that I start hating this one too.
#Godot
#Godot #Terrain3D
#Godot #Terrain3D
(Even if the clouds are secretly outside the atmosphere but shhhh)
Ive been trying to improve the skybox shader too but that has been proving quite hard for me.
#Blender
(Even if the clouds are secretly outside the atmosphere but shhhh)
Ive been trying to improve the skybox shader too but that has been proving quite hard for me.
#Blender
#GameDev #RocksAreHardAndSoIsPaintingThem
#GameDev #RocksAreHardAndSoIsPaintingThem
Would love to have this as my art-style going forward in my development of games but I need to figure out how long it will take for larger assets and if I'm skilled enough to do it.
#3DArt #ScreenShotSaturday
Would love to have this as my art-style going forward in my development of games but I need to figure out how long it will take for larger assets and if I'm skilled enough to do it.
#3DArt #ScreenShotSaturday
Of course, my poor PC does lag there from 1000 of them existing and being added to the Scene in one tick (that's easily avoided by just staggering the requests)
Also can be used as a level loader!
Try it here!
github.com/Verisran/Verisan-GodotLibraryScripts
Of course, my poor PC does lag there from 1000 of them existing and being added to the Scene in one tick (that's easily avoided by just staggering the requests)
Also can be used as a level loader!
Try it here!
github.com/Verisran/Verisan-GodotLibraryScripts
It can on request: load, instance x amt and automatically add all as children to the target node.
100x10 projectiles spawned as example, see below post for 1000x1 example
#GDScript #Godot
Still some essential systems work and a lot more modelling (and texturing ☹️) before I fully start developing but this came out quite nice for 20min of setup.
Still some essential systems work and a lot more modelling (and texturing ☹️) before I fully start developing but this came out quite nice for 20min of setup.
#GDScript
#GDScript
As for the building, I have recently started WIP for some assets for a DayZ inspired Survival Horror ❄️(Stairs are hard)
#GameDev #Godot
Very rarely when setting a new position by calling the activate() function inside _input() the HurtBox (hb) child just stops existing.
The amount of nodes in the scene also contributes to how often this happens.
Very rarely when setting a new position by calling the activate() function inside _input() the HurtBox (hb) child just stops existing.
The amount of nodes in the scene also contributes to how often this happens.
Normally the HurtBox is used with a parent node like this projectile but I wanted to be able to use them as kill barriers too so I added values for them to be set directly on the Object itself.
Normally the HurtBox is used with a parent node like this projectile but I wanted to be able to use them as kill barriers too so I added values for them to be set directly on the Object itself.
No more having to put a if(pausemenu.paused) everywhere... and I can finally use timers when paused!
...and for those that have read this far check my pinned post to try out what I have so far!
4/4
No more having to put a if(pausemenu.paused) everywhere... and I can finally use timers when paused!
...and for those that have read this far check my pinned post to try out what I have so far!
4/4
RaycastGun does 5 damage
TargetDummy has 20 health
however the hitbox doubles that damage so it receives 10 damage on each hit of that hitbox
armor pen calculations were left out for now but also soon™
3/4
RaycastGun does 5 damage
TargetDummy has 20 health
however the hitbox doubles that damage so it receives 10 damage on each hit of that hitbox
armor pen calculations were left out for now but also soon™
3/4
The best thing is that all hitboxes will use the same function 'take_damage()' allowing different functionality with uniform results in the end.
Hitbox(melee) and Projectile weapons coming soon™
2/4
The best thing is that all hitboxes will use the same function 'take_damage()' allowing different functionality with uniform results in the end.
Hitbox(melee) and Projectile weapons coming soon™
2/4
I managed to get some free time and got the health and damage systems implemented!
Designed on modularity, each hitbox and health variant can handle its calculations uniquely if needed through the use of overriding
lacking comments ik...
1/4
#GODOT #solodev #gamedev
Tutorial I used for creating Atmosphere
youtu.be/jvZ3kYhHyQI?...
Made in Blender 4.2(I forgot to update it shhh), Rendered in EEVEE
#Blender #Blender3D #BLENDEREEVEE #3DArt
Tutorial I used for creating Atmosphere
youtu.be/jvZ3kYhHyQI?...
Made in Blender 4.2(I forgot to update it shhh), Rendered in EEVEE
#Blender #Blender3D #BLENDEREEVEE #3DArt