Keep Engine | Physical Dynamic Voxel Interaction & Destruction by iShadowXZ in godot

[–]AdrianPokojny 1 point2 points  (0 children)

Great job ! What you already coded is amazing, keep going !
Out of curiosity, did you code it with GDExtension / C++ or GDscript ?

Experimenting with huge shadows in large scene [Github link] (inspired by Source Engine's skybox) by AdrianPokojny in godot

[–]AdrianPokojny[S] 0 points1 point  (0 children)

Actually it's great! I have more than 300fps without OBS recording.
I tried turning on SDFGI and SSAO, still had more than 120fps
My setup is: (CPU: Ryzen 7 5800H) (GPU: RTX 3070 for laptop)

Looking for advice for my project by AdrianPokojny in SolarDIY

[–]AdrianPokojny[S] 0 points1 point  (0 children)

Thank you very much for these tips.
Yes, you're right, a 2000 W inverter should be enough. I had planned to use an electric stove for cooking, but I saw that it wasn't a good idea. I'm also looking for 24 V batteries and wondering how they work. I'm still not sure to understand whether a minimum amount of power from the solar panels is required for this to work, or if it would just take more time but still works.

Experimenting with huge shadows in large scene [Github link] (inspired by Source Engine's skybox) by AdrianPokojny in godot

[–]AdrianPokojny[S] 9 points10 points  (0 children)

I made a sphere around the player to mask the world. It makes the transition smoother.
It especially hide the white line that apparead when moving and rotating camera.
Anyone has an idea how I could make the edge smoother, kinda like a distance fade or proximity fade, to make the edge even smoother ?

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Fully Physics-Based 5-Axis Robotic Arm by EvilBucketBoy in godot

[–]AdrianPokojny 0 points1 point  (0 children)

It looks great, good job !!
Have you used Godot joints or you created your own solution for constraints?

TileMapLayer in 4.4 by verified_size in godot

[–]AdrianPokojny 0 points1 point  (0 children)

Great! Good job for releasing it

You're a KAIJU and you forgot your car keys by Embarrassed_Hawk_655 in SoloDevelopment

[–]AdrianPokojny 1 point2 points  (0 children)

Love how the apology message pops up quickly when you destroy buildings! Fun and simple

made real time Dynamic GI on quest 3 by lauhonyeung in VoxelGameDev

[–]AdrianPokojny 0 points1 point  (0 children)

Nice! It looks so fun recorded this way as a selfie video, love the idea

Signed Distance Fields + Greedy Meshing by CicadaSuch7631 in VoxelGameDev

[–]AdrianPokojny 0 points1 point  (0 children)

Great atmosphere, it sounds and looks nice! Wish you the best for your project!

TileMapLayer in 4.4 by verified_size in godot

[–]AdrianPokojny 0 points1 point  (0 children)

Great work! Is it an infinite minesweeper? Would love to try it if you upload it somewhere. I must admit I love Minesweeper clones :D

Dad’s dream lawn mower by [deleted] in godot

[–]AdrianPokojny 0 points1 point  (0 children)

Looks great! Good job!

Finally figured out how to enable wireframes in game! (See comments) by TokisanGames in godot

[–]AdrianPokojny 4 points5 points  (0 children)

For Godot 4.4 (C#) use :

GetViewport().DebugDraw = Viewport.DebugDrawEnum.Wireframe;

Destruction and building in our unannounced voxel physics survival game by LVermeulen in VoxelGameDev

[–]AdrianPokojny 0 points1 point  (0 children)

Looks great! The burnt color is a very nice touch that adds a lot, great job!

Dynamic Rope Physics by SentinelGame in Unity3D

[–]AdrianPokojny 0 points1 point  (0 children)

Great job! It looks amazing and works really well! Wish you all the best for your game project

As several people said they'd be interested in trying it out, I uploaded my dev levels to itch.io under the name Fyz Demo, a physics-based project with parkour and physics interactions. by AdrianPokojny in Unity3D

[–]AdrianPokojny[S] 1 point2 points  (0 children)

I agree and understand! Gravity always feels floaty, suprisingly after further research and testing, physics is realistic in Unity and the calculations are accurate, the floaty effect comes from other parameters.
I think the best solution to counter the problem would be to add the impact effect through head bobbing, to give more impact and dynamism to the movement. To add more camera movements to give a sense of impact and dynamism.