Hi, it's me again, do you have code to share, I'm very interested in it
@cobaya__mc4132 ай бұрын
Will it have a Mobile version?
@_broodic_77042 ай бұрын
where can i get the game?
@JKH-BDK2 ай бұрын
The deformation is a really cool touch
@Nebulaoblivion2 ай бұрын
Dude thata awesome!
@VD0572 ай бұрын
Bro can I test your game pls?
@BitorBit_2 ай бұрын
Sourse code?
@articomru92572 ай бұрын
sprocket 2.0?
@FEMI0022 ай бұрын
возможно
@Whyareyouhere-w7z2 ай бұрын
when is this out?????????? i want itttt
@VD0573 ай бұрын
pls, pls give me beta alpha test, game looks very cool and i want to help you with it
@Okuu__Gaming_13 ай бұрын
This looks really promising! Hope it goes well, me and my friend are excited for this games future! A few questions though, it seems to be gun customization, so will it be a tank creation game like sprocket?
@reasonnotfound3 ай бұрын
Yeah, correct.
@NeonfireStudio3 ай бұрын
Please create a short tutorial on it
@sunshinecoco123 ай бұрын
Good work! This looks really nice. (are you trying to make a tank game? tank suspension, and now this?)
@reasonnotfound3 ай бұрын
Yeah, tank game. Will see how it goes
@markcorrigan39303 ай бұрын
Noo don't leave tanks behind please
@reasonnotfound3 ай бұрын
It was just a small quick thing, I am still working on the tanks.
@owoxtaku69_33 ай бұрын
Amazing ❤
@gdunit37263 ай бұрын
wow very interesting stuff, I've been looking for this kind of bevel/edge shader for a long time. I would be very interested in the technique, or an addon?
@reasonnotfound3 ай бұрын
It's not a shader, but cpu doing the procedural texture based on angle between faces.
@gdunit37263 ай бұрын
@@reasonnotfound yes you build an edge texture i know, this allows to build custom normal maps for the edges like an edge shader. Do you plan to make it open source?
@reasonnotfound3 ай бұрын
Probably not, it has it's problems (highly dependent on uv maps). I might if I figure out a better solution which would be usable also in my little game thing.
@xgozulx3 ай бұрын
wtf i thoght it was a video until I saw the straight white string on the upper filaments
@websiteuser79264 ай бұрын
this is really wonderful, i hadn't learned about L-systems but i need to read up on this now
@dominicar28954 ай бұрын
🪼🌊🩵💙
@sunshinecoco124 ай бұрын
This looks really nice, would only need some textures etc. and you can actually use this, good work
@reasonnotfound4 ай бұрын
Yeah, it was a "couldn't sleep" idea, so it probably won't be used 😅
@Polygarden4 ай бұрын
That looks amazing! For one second I thought it's a picture taken underwater
@wilburcobb89904 ай бұрын
what the
@reasonnotfound4 ай бұрын
A lot of lines... youtube compression does not like that apparently :P
@trachinus4 ай бұрын
This is beautiful
@reasonnotfound4 ай бұрын
Thanks!
@kira.herself4 ай бұрын
how would I feed a raycast intersection into it? by updating the shader params dynamically?
@reasonnotfound4 ай бұрын
Yes, you can feed in start and end points.
@kira.herself4 ай бұрын
omg omg this is what I looked for since years, I beg please make a tutorial on this shader black magic, I never got the fake intersecting depth working in ue4
@preator_vallum63774 ай бұрын
Did you improve the efficiency or is this the same thing in the other video? If it's not updated, are you planning to continue working on this and stuff like it? Very cool stuff man.
@jupiterbjy4 ай бұрын
Bunny was never as dramatic, amazing
@culan_SCP5 ай бұрын
Perfect for guns and bombs
@portalpony4775 ай бұрын
Seriously please give me. SHUT UP AND TAKE MY MONEY
@quickgaming24665 ай бұрын
yo, thats a cool ass shader man! If it runs efficient and can hold good number of instances - pure gold
@reasonnotfound5 ай бұрын
Not efficient at all :P
@AntonCastro446 ай бұрын
Looks promising. I assume it is for some type of tank game/simulation?
@reasonnotfound6 ай бұрын
Not yet, but I hope it would turn into one. Now I need a cannon to fire the shells.
@羴5 ай бұрын
@@reasonnotfoundwhen you model armor i suggest you check out the blog post of the game children of a dead earth titled "raw steel", and check out the replies of the channel "actionscripter"'s videos
@danibiyarslanov6 ай бұрын
that camera movement adds a lot of character well done
@reasonnotfound6 ай бұрын
😎
@Gamepro56 ай бұрын
Prob cause it's physically attached to the part of the tank that wiggles
@meezi29876 ай бұрын
You're back, i'm waiting for game about tanks :)
@trachinus6 ай бұрын
This is rly cool
@reasonnotfound6 ай бұрын
Thanks!
@pingvin91666 ай бұрын
Is this adon using the texture from the camera? I just want to say that it would be nice to be able to keep the original texture of the object without having to dance with shaders or materials.
@reasonnotfound6 ай бұрын
Not entirely sure how you mean it. It generates the texture on the cpu, the texture then can be used for whatever. I can even save the generated texture as png and edit it later. So far there are two catches, the model needs to be autosmoothed and the uvs need to be non overlapping. It's not perfect.
@pingvin91666 ай бұрын
@@reasonnotfound I meant saving a drawing of what will be behind the lines. It's not that important, just a little idea.
@markcorrigan39306 ай бұрын
Hi, are you going to make more videos of tanks being depicted in Godot?
@reasonnotfound6 ай бұрын
Maybe, but tanks are a lot of physics stuff. Last time I had quite a trouble getting physics things stay stable, but now there are stuff like jolt and might be interesting to experiment with it a bit. Will see.
@markcorrigan39306 ай бұрын
@@reasonnotfound "but tanks are a lot of physics stuff. Last time I had quite a trouble getting physics things stay stable" YES, I know it´s hard. That is why Im asking . Simulation of aerodynamics (planes) is much simpler, since in most cases the path of a body in air is described by a smooth continuous curve. That allows to use effective and most importantly fast approximations to calculate the position. They are known for a long time and are extremely simple to calculate. Those. Even simulating realistic train movement on rails is more complicated than simulating an airplane. In contrast, the movement of ground equipment like tanks goes all the time in a collision with ground, i.e. the trajectory has clear points of sharp extremes, so the approximation is difficult and has to be considered a difficult way. This is one of the reasons why tank _simulators_ are many times few than aircraft simulators, and tank simulators WITH working chassis practically do NOT exist. We can also look at the real world and robots. And we see that flying robots (drones) appeared a very long time ago and are widely used everywhere, but robots moving on the ground are an order of magnitude few. And this is all because the laws of movement of ground units and, as a consequence, their control are orders of magnitude more complicated than flying ones. The main difficulty is not that it is necessary to simulate the suspension springs - this is an elementary matter. But the fact that a ground-based object is constantly in collision mode, with the ground / other objects. This creates unpredictable effects that cannot be approximated and complex calculations have to be used to resolve this cases in each tick of physics simulation. But airplanes are not in this mode, but quite the contrary, they fly along a smooth path without extremes. Therefore, their modeling is much simpler. Any even the most significant twists that can occur for an airplane are orders of magnitude smoother than, for example, the ordinary situation of hitting a tank on a vertical wall or a tree. And when they are on the ground, they are also on a flat ground and they basically have three points of contact - the easiest case for ground equipment. And as soon as the aircraft goes beyond these conditions (and becomes like a tank ), in all flight simulators that I know, it behaves extremely unnaturally and incorrectly. Many drones are also fixed wing aircrafts. The equations in both cases are nonlinear, for helicopters/rotors it is also much more complicated. And the equations are everywhere non-linear and for tanks and for planes and even for trains. In the airplane simulators you can apply simplified approximations ( "look-up tables") that will give a realistic result. But in the simulators of ground vehicles, you can not do this - you need to calculate as needed. That is why they are more complicated.
@reasonnotfound6 ай бұрын
I see. I tried a little test where I tried to simulate whole suspension using rigidbodies (kzbin.info/www/bejne/nYqZZ4Gjl9B3Z8U). Few physics based vehicles with fully simulated suspensions might be possible, but as you said, quite annoying to make stable. There is one guy on youtube who did fully rigidbody tank tracks, which was absolutly insane.
@markcorrigan39306 ай бұрын
@@reasonnotfound Actually there are 5 (five) games with physics based vehicles. You can check them, T-72 balkans on fire, Steel Armor: Blaze of War, Graviteam Operation Star, Graviteam Mius front and Tank Warfare Tunisia. All available on Steam. BUT they weren´t made with Godot hehe. I wonder if it would posible to port FlightGear to Godot. Since planes are easier than tanks. And also DaggerFall Godot lol. BTW the light tank you modelled appears in Tank Warfare Tunisia.
@GameDevGeeks6 ай бұрын
NICE
@Gatfim.official7 ай бұрын
Sistema parecido com o war thunder mobile
@batty2517 ай бұрын
This looks good however make another 10+ of these while other physics and other particles going off it all might bottleneck as recasting is all maths so it eats up memory quick.
@reasonnotfound7 ай бұрын
Not sure, I don't have the project files anymore. I had more then 10 of these use rigidbody for each moveable part, where parts were connected with constraint joints. I would be surprised if raycasted solution would struggle with performance.
@catafest7 ай бұрын
I try to manage this shader with MeshInstance3D and CSGBox3D, but not that mesh rabbit, and not work. You say about performance but I think can be used as a tool in the game. I saw that glow in the Wolfenstein game on a laser gun tool. Any idea why this shader did not work with default objects on Godot v4.3.dev1.official [9d1cbab1c] ?
@linovermac8 ай бұрын
please project files and source codes github link :)
@Artybayt8 ай бұрын
Good idea. Nice execution.
@gonderage8 ай бұрын
1:41 That part on getting the distance between the fragment position and intersection is pretty hard to understand. did you get this from somewhere else?
@reasonnotfound8 ай бұрын
It's based on plane equation and pythagoras I think. I solved it a long time ago so I don't remember the exact solution.
@atirutwattanamongkol880610 ай бұрын
War Thunder Godot edition when
@WildGrowthJ11 ай бұрын
How did you deform the mesh for this?
@reasonnotfound11 ай бұрын
I had information about proximity to the hole, so I moved vertexes in the direction of their normals.
@WildGrowthJ11 ай бұрын
that is brilliant! thank you! @@reasonnotfound
@friendlyfox2189 Жыл бұрын
Thanks!!!❤❤❤
@FrizyOficial Жыл бұрын
can you do something like this using shader? kzbin.info/www/bejne/pp2uXpiofb2mhbc&ab_channel=ChristianSchott
@kextex Жыл бұрын
Cool
@reasonnotfound Жыл бұрын
;)
@nick12791 Жыл бұрын
Thank you for this tutorial so interesting and informative, was waiting for this for a long time!