Thank you for doing this series. I was wondering if you also mention explicit plot, implicit plot, and parametric plot later in the series?
@NealHoltschulte7 күн бұрын
@@jiho98 yes, I do but the plotting material is spread out. I’m not sure which video or videos covers those topics, otherwise I’d link you to them
@rexoverwatch8 күн бұрын
nice!
@jiho989 күн бұрын
What happens if you want to find the value 23 but you don't know the index within the array?
@NealHoltschulte9 күн бұрын
You can use find to get the index of what you want to find and then turn around and use the indexes to get the corresponding values: a = [1 5 7 23 7 8 3 46 23 2 46 7 4 5] locations = find(a==23) values = a(locations)
@Stefano-v-s5v10 күн бұрын
Puedes crear un script nuevo de multibox
@NealHoltschulte9 күн бұрын
@@Stefano-v-s5v que es un script de multibox? (I don’t speak Spanish, but I’m using Google translate)
@NealHoltschulte15 күн бұрын
All code is available on github: github.com/nealholt/TurretGodot Check out my other videos on target leading kzbin.info/www/bejne/kJuwm6uglMefg7M and compensating for bullet drop: kzbin.info/www/bejne/fqvKoGiAp5eaf5Y
@NealHoltschulte15 күн бұрын
All code is available on github: github.com/nealholt/TargetLeadExample This follow-up vid explains the off center shots and adds compensation for bullet drop: kzbin.info/www/bejne/fqvKoGiAp5eaf5Y
@NealHoltschulte15 күн бұрын
Complete code is available here: github.com/nealholt/TargetLeadExample Previous target-lead video is here: kzbin.info/www/bejne/kJuwm6uglMefg7M
@shawnr67200018 күн бұрын
Zen of Do nothing. Love this
@dennissolomon49720 күн бұрын
Hey Neal, great video! What modifications to the mathematical formula would be needed to take into account bullet drop / gravity? Perhaps in the form of a float value, or a vec3
@NealHoltschulte19 күн бұрын
Great question. Off the top of my head, the speed x time right side of the equation probably needs replaced with the horizontal component of projectile motion V0 x time x cos angle. I’m not sure what else. Traveling right now but I’m excited to answer this question when I get back.
@dennissolomon49718 күн бұрын
@@NealHoltschulte Alright I appreciate your time, thanks in advance!
@NealHoltschulte15 күн бұрын
It was harder than I expected, but I did it! The most up to date code is on github currently. Video here: kzbin.info/www/bejne/fqvKoGiAp5eaf5Y
@darylldufu932422 күн бұрын
thank you so much for this
@FilipeFernandes-e9zАй бұрын
how can i turn mouse 180° in python with pydirectinput?
@mimadm4832Ай бұрын
Hey man, really great video, I am a noobie on coding and I have a question to ask, I am trying to implement a lock-on system to my character. Would I be able to use this code for that function? Or would there be a system that would fit my needs?
@NealHoltschulteАй бұрын
Start simple and see if the look_at function meets your needs, but if not, I can certainly see this tracking code for the turrets being applicable, depending on what precise behavior you're hoping for.
@arekkubiak5957Ай бұрын
It makes sense that such a detailed turret tutorial comes from a House of the Dying Sun veteran :] More tutorials related to this kind of games would be appreciated
@NealHoltschulteАй бұрын
@@arekkubiak5957 I’ve got a shitty HotDS clone working in Godot! When life gets less busy I’ll make a video and put it out there :)
@arekkubiak5957Ай бұрын
@@NealHoltschulte Ooo can't wait!
@edsavage2880Ай бұрын
This is great! But it seems to work on the opposite basis of Godot's -z = forwards convention - all my turrets are pointed in the exact opposite direction! Any way to fix?
@NealHoltschulteАй бұрын
Yeah, sorry about that. I think I put all my turret "heads" on backwards when I first made them and then instead of doing the obvious fix of righting the head, I negated z in the code. Play around with negating or changing the model and you should eventually get it sorted out.
@edsavage2880Ай бұрын
@@NealHoltschulte Sorted - thanks! For others - I negated both instances of global_basis.z, and both the variables final_y and final_x. This alongside reversing the head rotation clamp solved the inverted direction. Great tutorial :)
@octagearАй бұрын
Big Thanks to both of you, i was wondering about this as well but my solution left the turrets jittering like crazy <3
@mewingmonkey-q4gАй бұрын
Thank you u just got a new subscriber
@mewingmonkey-q4gАй бұрын
u helped me so much ur insane
@NealHoltschulteАй бұрын
Glad to hear it!
@patrickconrad2874Ай бұрын
I can't believe they locked the download behind a login? They require, phone, email, address and more. For Java? Seems weird.
@4tee2Ай бұрын
Part110_chap12_then_11.m hi, went through the code and made it about 95% compatible with octave if you're interested line 31 sym is the octave function instead of str2sym line 39 replace entire line with ezplot(S) (while fplot works it requires (x, y)'s in octave line 41 and 44 dysfunctional since octave couldn't get line_data struct line 54 dysfunctional, not yet implemented in octave line 71 ezplot(x, y) works line 90 ezmesh(z) works line 94 ezcontour(z) works line 98 ezsurf(z) works line 102 dysfunctional, didn't find any surf contour func line 109 ezcontour(z) works 113a need a new line with this (just a string summing of original z's): z1 = '(3*(1-x)^2 * exp(-(x^2) - (y+1)^2)) + (-10*(x/5 - x^3 - y^5)*exp(-x^2-y^2)) + (-(1/3)*exp(-(x+1)^2 - y^2))' 113 ezcontourf(z1) works %ezcontourf help says z1 must be a string 117 comment out 118 ezpolar('sin(x)') works ; another string required says help 126 ezsurf(x+y+z) works
@NealHoltschulteАй бұрын
This is fantastic, thank you!
@4tee2Ай бұрын
@@NealHoltschulte My pleasure. Good learning exercise for me, so win win. BTW do you know if symbolic has a semilog/loglog plotting analog?? Haven't found one yet.
@NealHoltschulteАй бұрын
@@4tee2 I'm not aware one way or the other.
@4tee2Ай бұрын
300,000,000 is speed of light in m/s
@NealHoltschulteАй бұрын
Thanks!
@4tee2Ай бұрын
@@NealHoltschulte You're welcome, my little contribution to the advancement of civilization. Thanks for your videos btw, very nice and helpful and informative.
@Zeus-zv9op2 ай бұрын
doesn't work such a piece of shi java
@Kayra072992 ай бұрын
what is stepsize
@NealHoltschulte2 ай бұрын
It's the side length of the spiral-like shape. step_size determines the length of the straight lines in the pattern shown at 0:20.
@samratchakraborty31072 ай бұрын
thanx bro it helps a lot 🤟
@miemad102 ай бұрын
thanks help a lot!
@basharjirjees88152 ай бұрын
you are goated
@CuBeKing242 ай бұрын
I had a question on your Java video from 2023, could you answer it?
@CuBeKing242 ай бұрын
After I click yes on the user account control pop up, nothing happens. Do you know why?
@NealHoltschulte2 ай бұрын
Short answer, no. I don't know. Things to try: Check if the progress window got moved behind other windows (switch windows with alt-tab). Sometimes that happens for reasons I don't understand. Make sure you've closed out of other programs before starting the install process. Make sure you have enough space on your harddrive for the install. Sorry I can't be of more help.
@val-zv3ko2 ай бұрын
I have the same issue please let me know if you fix it. Try getting jarfix as well
@boran62903 ай бұрын
Thank you!
@brennennen17613 ай бұрын
Thanks for thorough tutorial and documentation!
@NealHoltschulte3 ай бұрын
You're welcome! I hope it's useful to people.
@brennennen17613 ай бұрын
@@NealHoltschulte Well it's for sure useful to me! I'm making a security camera that's got an armature/rig and can track a player. So it's slightly different in that I am working on bones instead of nodes, but other than that, it's pretty much the same. I originally tried to use the "look_at" and "looking_at" functions and just multiplying the axis I don't want to modify by 0 to "lock" axises. Those functions have some very specific requirements around the axis orientations that seem to not work well with bones though (ex: +Z or -Z needs to be forward and there needs to be a fixed well known global pos up axis). In my experience with rigging (which is limited and I might be missing something), your bone axis orientation is dependent on the bone chain, so you can end up in scenarios where +Z and -Z being forward just doesn't work and there isn't a good well known global position up axis, which makes makes those "look_at"/"looking_at" functions very difficult to use and debug issues with. The lower level approach taken by this video, and the easy to read code is exactly what I've been looking for. After this security camera, I plan to try and get this same thing working on a human's head/neck bone chains to try and get some character face tracking too, so yea I think this video helped me a boatload! Thanks again!
@NealHoltschulte3 ай бұрын
@@brennennen1761 I've not worked with bones before, but I'm happy this was helpful. I had a similar frustration with other tutorials telling me what to do, but not why and I was immediately stuck when I tried to do something slightly outside the box, so I wanted to make something that wasn't so rigid once I figured out how the hell to do it.
@thalesr69163 ай бұрын
Awesome tutorial! I love to learn how to use math in games, especially 3d. I learned a little about vectors and dot product and now I'm using it everywhere in my code lol
@NealHoltschulte3 ай бұрын
Yup, they're super useful!
@errantoverflow48283 ай бұрын
Thanks, I was trying to wrap my head around the maths behind this and you did a spectacular job.
@ihavelongintestines3 ай бұрын
yes
@ging99443 ай бұрын
what if there is no, my sql acc ? just java derby ? i couldnt create a database , please create a database in apache netbeans (this probably the best tutorial this year but this lacks the apache thing) !
@rooblyc3 ай бұрын
This video was really awesome to me to understand basics of trigonometry on pygame! Now i wached more things and understood faster than before thank to the knowledge you gave me! You really well explained the rounding values of the rectangle, thank you! Really!
@rooblyc3 ай бұрын
Watched*
@theshoeburger3 ай бұрын
This is great. HOTDS is under represented in this sort of high skill gameplay. Bravo!
@sphyerhd80974 ай бұрын
Bro how don't u have like 1 mil subs you genuinely teach this better than any other page and I'm coming back for more it's so easy to understand the way u teach
@NealHoltschulte4 ай бұрын
Thanks, I'm glad you think so!
@biancastruik24784 ай бұрын
Hi Neal, just want to say I found this super helpful! Thanks for putting your videos out there! x
@davethomas12414 ай бұрын
If we all lived by this way of thinking life would be so much better
@nathanielkim30144 ай бұрын
thank you ! this helped me alot.
@qxmagn3tism7544 ай бұрын
god tier tutorial
@rexrocker12684 ай бұрын
Not worth watching it all through. Lots of it is repeated. Still hilarious but not what I expected. Around 6:30 it started to repeat what was already shown.
@powerstargaming64024 ай бұрын
❤❤
@3ossomok5884 ай бұрын
Joking, not joking
@overwatchcentral79825 ай бұрын
This honestly changed my perspective on life. It pops into my head occasionally as well, like the bridge collapse, half a dozen people died, yet all anyone can talk about is the economy. They don't give a fuck about them, they are going to replace them, this is why I do as little as possible
@OnyxIdol5 ай бұрын
I have tried three methods of this so far and none are working correctly, still trying to find my problem (the intersect isn't far enough in the front). As for the collision, I use a Raycast3d in my bullet scene, the root of which is just a Node3d. On _physics_process I evaluate the collision of the raycast. That at least seems to be working just fine. I tried using a Characterbody3d, but that just ended up pushing my targets around lol.
@NealHoltschulte5 ай бұрын
If you use a raycast, then you don't need my video because it tells you where the hit occurred. If the characterbody3d pushes the target around, that's likely a masks versus layers issue. You may need to assess whether the bullet needs to know about the target or vice versa, but not both. Good luck!
@OnyxIdol5 ай бұрын
@@NealHoltschulte I'm not using a Raycast like a hitscan. Rather, a Raycast3D of limited length moves with the projectile and it used to see if the projectile in its forward motion collides with something. And thanks :)
@NealHoltschulte5 ай бұрын
@@OnyxIdol Oh, I understand. Hmm, I thought the character bodies took care to interpolate the positions inbetween the start and end of a frame so that they don't "tunnel" through something they should have hit, (in which case you wouldn't need a limited length raycast carried along with the projectile) but I gotta admit, you've moved into an area that I don't know much about.
@monday72105 ай бұрын
God bless you
@Khan1115 ай бұрын
Hey, hope you're doing well! Just want to thank you for the work you put into this series. Your insight was incredibly helpful, and while I may not be that game dev you wanted to inspire, you got me to take another look at House and push it just a little further, so cheers!
@NealHoltschulte5 ай бұрын
That's awesome! Thanks for following along on this journey.
@MuzafferEltayeb5 ай бұрын
Thanks, that's was quite useful.
@fidelramoscastro31535 ай бұрын
He is my guru.
@nobodysomebodiev59355 ай бұрын
The world is fucked and you can` t unfuck it. WHen you have a bad day give up. So true