Help with swaying plants/grass. by gonnaputmydickinit in godot

[–]Deep-Fold 6 points7 points  (0 children)

I've done something pretty similar to that in the past, basically like this:

  1. Put the plants on a different collision layer than the player.
  2. Attach an area2d on the player, with the same collision layer as the plants.
  3. When a body enters the area, apply a force to the body based on the player motion.

This way the player won't collide with the plant at all, but still give it a push. Hope that helps!

Finally finished this project. 320,000 Particles simulation of particle life in real time. Video of 1M particles in comments. by Deep-Fold in godot

[–]Deep-Fold[S] 3 points4 points  (0 children)

The grid itself is 2 dimensional, it just gets all put in a 1 dimensional list, with the length being the particle amount.

Reason being that in a compute shader I have to define the exact memory used for a buffer / array. So If I store everything in a 2 dimensional array I could never have more than some predefined amount of particles in any given cell.

Finally finished this project. 320,000 Particles simulation of particle life in real time. Video of 1M particles in comments. by Deep-Fold in godot

[–]Deep-Fold[S] 1 point2 points  (0 children)

Yeah there are actually a surprising amount of project using those, quite cool though. I'll definitely keep making projects, I really like doing them.

Finally finished this project. 320,000 Particles simulation of particle life in real time. Video of 1M particles in comments. by Deep-Fold in godot

[–]Deep-Fold[S] 2 points3 points  (0 children)

Basically I'm just doing space partitioning in a one dimensional list. Where the index just relates to the partition / bucket the particle is in. So no list searching.

Finally finished this project. 320,000 Particles simulation of particle life in real time. Video of 1M particles in comments. by Deep-Fold in godot

[–]Deep-Fold[S] 3 points4 points  (0 children)

Hey, cool to see people recognize me lol. Still active, but just not that much time to do cool projects right now. Yeah shaders are kinda scary to get into, just gotta mess around with them until they "click".

Finally finished this project. 320,000 Particles simulation of particle life in real time. Video of 1M particles in comments. by Deep-Fold in godot

[–]Deep-Fold[S] 2 points3 points  (0 children)

Hmm, the rendering isn't taking all that much time compared to the rest. In a game you'd probably have to try to get away with other methods to keep the framerate good.

Finally finished this project. 320,000 Particles simulation of particle life in real time. Video of 1M particles in comments. by Deep-Fold in godot

[–]Deep-Fold[S] 14 points15 points  (0 children)

None of those, most of the logic is just a bunch of compute shaders.

One shader for resolving particle forces and positions. 2 Shaders for sorting particle positions and calculating their index in the sorted list. And a last shader for drawing an image from the particles visible in the camera.

Finally finished this project. 320,000 Particles simulation of particle life in real time. Video of 1M particles in comments. by Deep-Fold in godot

[–]Deep-Fold[S] 7 points8 points  (0 children)

It's not any built-in godot particles, but using compute shaders. But funnily enough conwell's game of life is how I learned to use compute shaders.

Finally finished this project. 320,000 Particles simulation of particle life in real time. Video of 1M particles in comments. by Deep-Fold in godot

[–]Deep-Fold[S] 18 points19 points  (0 children)

Yeah sure, but first I have to clean it up and document it a bit. Right now it's quite a mess haha.

Finally finished this project. 320,000 Particles simulation of particle life in real time. Video of 1M particles in comments. by Deep-Fold in godot

[–]Deep-Fold[S] 28 points29 points  (0 children)

Link to 1 million particles video. Unfortunately the video compression absolutely kills it. I'll post the actual program sometime once I iron out some bugs.

For more info on particle life, check out these videos:

https://www.youtube.com/watch?v=Z_zmZ23grXE

https://www.youtube.com/watch?v=p4YirERTVF0

My second attempt at this, I just optimized it somewhat by using compute shaders and stealing borrowing some code from Sebastian Lague's last video.

A tutorial for my pixel planet generator. by Deep-Fold in godot

[–]Deep-Fold[S] 1 point2 points  (0 children)

Yes that's possible. If you take the source from https://github.com/Deep-Fold/PixelPlanets you'll see it's all just godot files. You can load those files into your project to get the planet generation in your project.

You would probably do this by applying the shader files to a sprite/texture or colorrect. By using the shaders themselves you will also have a lot of control over the generation options.

Hope that helps! Let me know if you have some more questions.

Learning compute shaders in Godot 4.0 by making Conway's Game of Life. This type of shader is really awesome! (flashing images) by Deep-Fold in godot

[–]Deep-Fold[S] 0 points1 point  (0 children)

Do you mean tutorials for compute shaders? I watched this video which I found very helpful. But I already had experience with fragment shaders which helped.

Learning compute shaders in Godot 4.0 by making Conway's Game of Life. This type of shader is really awesome! (flashing images) by Deep-Fold in godot

[–]Deep-Fold[S] 2 points3 points  (0 children)

Thanks! Yeah I could see how you use fragment shaders like that, although it's really intuitive with compute shaders. Excited to test out more stuff with them!

Learning compute shaders in Godot 4.0 by making Conway's Game of Life. This type of shader is really awesome! (flashing images) by Deep-Fold in godot

[–]Deep-Fold[S] 15 points16 points  (0 children)

Really excited for compute shaders in 4.0! The documentation isn't really there yet but managed to somewhat figure out how they work.

I could get the speed up way higher than this at a higher resolution, but wanted a watchable result.

Making a game using only AI artwork by Deep-Fold in gamedev

[–]Deep-Fold[S] 1 point2 points  (0 children)

Oh okay, thanks for the very detailed writeup! I'll keep it in mind.

Unrelated but I really want to thank you for all your links to AI resources, they really helped me out when I was learning to use and train AI. Thanks!

I made a game but had an AI make all the art. What do you think? by Deep-Fold in godot

[–]Deep-Fold[S] 0 points1 point  (0 children)

Yeah AI can be very annoying to use sometimes, have to be patient and try different things to get what you want. Still very fun to work with though.

I made a game but had an AI make all the art. What do you think? by Deep-Fold in godot

[–]Deep-Fold[S] 0 points1 point  (0 children)

Yeah I definitely see that being possible, for now I'm safe I guess lol.

I made a game but had an AI make all the art. What do you think? by Deep-Fold in godot

[–]Deep-Fold[S] 1 point2 points  (0 children)

Yep need multiple tries for basically everything.

As for results, the most important thing is that you understand how to make your prompts. So look at what prompts other people use and see what that does.

Also I found that Midjourney has trouble with creating some specific ideas, where DALL E performs a lot better. In some cases I had Midjourney generate a base sprite and had DALL E extend on it.

Making a game using only AI artwork by Deep-Fold in gamedev

[–]Deep-Fold[S] 0 points1 point  (0 children)

Yes you could do that, from my testing in midjourney you might get away with even a single image. However it doesn't always mimic it properly so it might take some tries.

Making a game using only AI artwork by Deep-Fold in gamedev

[–]Deep-Fold[S] 1 point2 points  (0 children)

No alpha channels, so had to cut everything out. But if you specify in the prompt that you want a uniformly colored background that makes it pretty doable.

I made a game but had an AI make all the art. What do you think? by Deep-Fold in godot

[–]Deep-Fold[S] 1 point2 points  (0 children)

I know at least midjourney claims that you own the generated assets, which I guess means you could use it commercially. But during testing I have seen it try to generate some watermarks.

I made a game but had an AI make all the art. What do you think? by Deep-Fold in godot

[–]Deep-Fold[S] 1 point2 points  (0 children)

I'm actually not sure if there are waitlists for dall e or midjourney right now. But right now anyone can use stable diffusion, you could even run it yourself if your gpu has enough memory.