πππ I'm terribly embarrassed but I'm glad it wasn't wholly disruptive
Posts by Friendly Cosmonaut
(I only just realised that I accidentally recorded audio that is entirely unrelated - a video by Mina Le I was listening to while working π - so sorry to her!)
A little open source delight... a prototype using a single texture from Kenney's prototype assets, the built-in #Godot icon to texture Godotnaut, and Mesh2Motion animations. I'll make this one available on GitHub along with a tutorial so you can code it yourself soon! #gamedev
Here's a new tutorial in my #Godot #gamedev series! We get acquainted with Godot's scripting language (GDScript) and script editor. We (re)examine Node hierarchies and Classes, learn coding basics (variables/properties, functions, and if statements) and input
youtu.be/BIW22YSe5nY
Thank you so much Wangle!! βΊοΈπ
How do we look at another object... a very simple and classic gamedev question. The answer is atan2! youtu.be/qFSAcCwQS0E
#godot #gamedev
godotnaut is very WELCOMING!! a little over eager but look they are rather socially anxious...
#godot #gamedev
Honestly, same, I reckon that's fair π₯²
That's right haha, the origin is indeed at its feet! The joke is basically that we rarely want the WHOLE model to rotate like this as it looks quite goofy. For a humanoid, we expect/want the body to rotate around the vertical axis only (maybe the head with more motion) -- but yes, constraints NEEDED
Yeah, it's just not as user-friendly as popping in "look_at(node)" (or Vector2/3 instead of node), which might be expected by beginners. The above suggestion results in this:
Which is fine! It works! It's just quite wordy. As well, it's interesting to look behind the scenes at the math.
Ah absolutely for 2D, but I have been meaning 3D, like this:
bsky.app/profile/frie...
my son
Absolutely, but there are cases eg. in Godot where the built-in user-friendly functions (eg. look_at) are not desired. They result in the below outcome, whereas I might want to just turn the character on one axis.
As well, in general, I do like to explain/understand the underlying maths!
Definitely have a look at @freya.bsky.social 's work and tutorials, they are wonderful for grasping concepts like this!
An essential bit of gamedev math - atan2!
We often know a target's position and want to face it. But how do we get the angle?
angle = atan2(y / x)
Or in 3D...
angle = atan2(x / z)
(We can also see below, what happens if we use atan instead of atan2)
#godot #gamedev
I also have a Patreon if you want to support me making more videos like this! There's early access to videos, code repositories, voting on videos, code help, etc.
www.patreon.com/c/FriendlyCo...
A new #godot tutorial that tries to answer... What are visual materials? Why are there so many slots for them!? Where do we put shaders and how do we use them? youtu.be/-hhwYgjRFc4
Such a good song π°π°ππ°οΈπ«π
Aw yay, I hope they've been helpful! Slow and steady absolutely βΊοΈ
How to face bunny
A very beginner-focused #gamedev tutorial, with a little bit of #godot as usual - What are materials? youtu.be/l14ryz3OdN8
Binary files are more efficient, but quite impossible for humans to read. Also, a nightmare to deal with in source control. (What changes did you make to the file? How can you tell? How do I go back to when it worked? Oh dear!) So, text-based files are usually preferred!
Similarly, ".scn" and ".tscn" files are scenes - basically, a bunch/tree/hierarchy of Nodes that form a collective Thing (eg. the Player). This Thing is saved as a special type of resource, and can later be instantiated. Again, ".scn" is binary and ".tscn" is text-based.
Ever wondered what the ".res" and ".tres" mean in #Godot? They're res-ource files! Packets of data (eg. a material) that don't do anything on their own, but can be used by Nodes (eg. to render an object). A ".res" file is binary, while ".tres" is t-ext based human readable.
Seeing in ultraviolet? #godot
What assets can we use in gamedev? This video covers common licenses (creative commons, MIT, public domain - permissive, restrictive, and open source) and file types of assets (FBX, glTF, OBJ, blend), and their impacts on our creative projects.
youtu.be/gPxZzoAM0Vk
#godot
My apologies friends, this week's video about asset pipelines with Godot is a little late - in part because I am (FURIOUSLY) struggling to find texture packs that are not made with AI to recommend using. Likely up tomorrow instead - I am a very grumpy cosmonaut!
Here's a new tutorial - setup basic 3D movement and collisions in #Godot! We discuss the different kinds of physics bodies, revisit node hierarchy, and Godot's built-in CharacterBody movement script
youtu.be/S6NeTy9z_rE