cybereality It would be easier to answer the question if the choice limited what I could actually do in the game
Talk about anything
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cybereality That's a bit annoying. Perhaps I should just skip fbx and go straight for the obj objects, then.
Erich_L It would be easier to answer the question if the choice limited what I could actually do in the game
Well I have a bunch of ideas. I'm just exploring the space. The original idea was an action FPS game, with parkour elements. This would be good for a single building or roof-top only like Mirror's Edge. But I also wanted to do some hacking elements, or maybe some sort of adventure game, more like Shadowrun, which would need a city or semi-open world. Where you could go on missions, hack computers, sell drugs, or whatever. I also was thinking of a physics based game, where you can pick up objects and interact with the world. This would be good for small spaces like single rooms. Maybe like a detective mystery where you investigate crime scenes. I'm not sure at this point. Just throwing out ideas.
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Thank you!
what'd i miss?
TBH, not much. I finally got the VR project to open after removing all FBXs. Thanks to those who helped with that!
cybereality What you're describing here seems incredibly close to a deus ex-style immersive in an open world.
I just beat Tormented Souls, best game I've played in a long time. It's like the original Resident Evil but better. Sadly all the trailers I found have the wrong gamma or tone mapping, it looked much better on my PC. Not sure why that is, but the game looks amazing.
Thinking I might go with a fixed camera angle like this for my game. It really makes it feel more like a movie. Note, you can use tank controls, but the default is with the analog stick sort of like Ratchet and Clank or simple arcade platformers.
Oh my goodness, I know what I'm asking for might be a tall order but, I'm going to shoot my shot. Um...Does anyone know how to smoothly mix animations with ragdoll physics. I know that they're tutorials out their on how to do ragdoll physics in Godot but, there doesn't seem to be any on how to mostly move between ragdoll physics and animations. Let's say that I want to make game where enemies get thrown by explosions in a ragdoll but, can also get up back again if they survive? How do I go about doing that? Anyway, here is the tutorial for reference:
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@Audiobellum I understand that what you're looking for are "inverse kinematics". These describe the process of propagating a movement (like fledgling limbs) from a proximal joint to the most distal part. You'll probably also want a technique to adapt the mesh to the bone kinematics.
Or you just prepare a set of skeletal animations to mimic that type of movement, e.g. in Blender and import them into Godot. That'll be a plan B. Or A. Depends :-)
Pixophir I think they are asking about animation blending not about how to generate the ragdolls.
Aw, ok. Nevermind, then :-)
This topic about level design tools in Godot is always on my mind. Even though I don't plan on using any blockout method of level design in Godot, I've always wanted to know how it's done and I've found a tutorial that explains exactly just that:
The blockout style of level design seems to be the way a whole lot of "professional" gaming companies do their level design. Still, I'd like to one day make a game that has advance mod support and I doubt the whole blockout level design is mod support friendly( in comparison to the alternatives). Also, I think that they're still going to be a whole lot of limitations if someone wanted to make a more interactive level that 's well optimized when it comes to blockouts.
GSC might only be used for a prototyping tool but, it can do this:
Attempts to create highly destructable environments without the GSC node seems incredibly rigged, limited and might be painful to use on a large scale.
A non-CSG node solution to this problem that I've been thinking about, would involve the 3d gridmap. However, the 3d gridmaps don't have the same about of interactablity and functions as it's 2d counterpart. Now I know that it's not impossible to merge the 2d tilemap with the 3d gridmap and here is a video demonstrate of that:
However, I know how to do that and the person who made that video istn'g going to put out a tutorial.
Megalomaniak Could the solution involve some sort of precedural animation?
I would love to understand IK, though. You can use that to make characters actually have their feet at different heights of stairs and other cool things.
Audiobellum If you want, I guess. In which case IK definintely will become relevant.
As few courses as there are I wonder how I could learn some of this more advanced stuff.
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Nerdzmasterz how
Some linear algebra and you're set. With vectors, matrices, quaternions, transforms under the hood there should be no problems.
Pixophir Not always. Most of games are, until you want to dabble in the wonderful/terribly confusing world of game physics. Not just vectors, how do you calculate how a character must plant its feet as it goes up a mountain? Or, how do you use only three animations to fully create a character that trips, falls over, jumps, and other things with inverse kinematics?