Reminder: Let's not post about politics and other similar topics (religion, morals, etc). This is the Godot community forums, so let's keep the discussion related to game development and make sure the conversations we have are tailored around this. I've removed the offending posts and discussion around it, but am leaving this here as a reminder.

If you want to discuss such off-topic subjects and material, please go to a more general forum to discuss it. If you are not sure whether something is suitable for the forums and/or on-topic, then either message forum staff to ask about whether it is suitable or do not post it. Remember - we're an international game development community for all Godot developers from all backgrounds and places in the world.

Thank you! 🙂

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:

@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 :-)

    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.

      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.

      As few courses as there are I wonder how I could learn some of this more advanced stuff.

        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?

          Megalomaniak I was hoping that I didn't have to learn about procedural animations. I just assumed that it was relevant as I think that's what I think Rockstar Games uses but, I'm not sure if they use it to make characters get up after falling( though they look like they're ragdolling when they fall). I think Saints Row the Third has a system where they have characters ragdoll when they fall, yet they have animations for getting.

          I'll try to figure out if it's as easy as using blend on the animations in Godot but, I just want to know what you guys think.

          Something sort of like this character on the Asset Store in Unity, correct? I would seriously do a lot to figure something out like this.

          I guess it gets used a lot, but I think robots are a pretty good answer to a graphics problem for an individual. It's perfectly all right to clone them. You can make them very unique style wise. The animations can look robotic. They go well with simplified scenery.