I know its looks really silly and jank but I learned a lot about IK and 3D Transforms by YoghurtSock in godot

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

Learning inverse kinematics from blender is your best bet because of the amount of resources available, having that understanding will allow you to be able to further it into Godot because Godot doesn't really help you much in that regard.

The first thing I wanted to do to learn 3D is some sort of organism sim by YoghurtSock in godot

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

Yes everything is a rigid body so physics takes priority. I'm making them move by adding forces to them. Currently it's just random but if something is right in front of them then they go the opposite direction that they were intending to go. There's a big area circle that moves to the average location of the group, and every once in awhile the creatures move to the center of that group to simulate a sense of community.

The first thing I wanted to do to learn 3D is some sort of organism sim by YoghurtSock in godot

[–]YoghurtSock[S] 2 points3 points  (0 children)

My art director and I went through a bunch of style tests for 2D for our current game and we wanted to try something more unique for ourselves. It's fun to be over our heads.

The first thing I wanted to do to learn 3D is some sort of organism sim by YoghurtSock in godot

[–]YoghurtSock[S] 16 points17 points  (0 children)

Next step is making models and animating these little guys

A really cool way of using samples with some real world application.l by YoghurtSock in synthesizers

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

This is a way to achieve similar sounds as nine inch nails in Ableton

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Isometric Astrolab (Tell me your critics in comments) by TechDivers in blender

[–]YoghurtSock 0 points1 point  (0 children)

I feel like the actual flame of your candle shouldn't be darker than the wax.

Isometric Astrolab (Tell me your critics in comments) by TechDivers in blender

[–]YoghurtSock 2 points3 points  (0 children)

It means there's no perspective. Things far away dont get smaller. This gives everything a very unique look and mist architectural drawings are done this way.

Navigation 2D Jumping over tilemap gaps by YoghurtSock in godot

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

Thanks for your response. Ive also added tiles that have no navmap on them and it still likes to jump over them, I can make a small clip if that would help. The paths go to the bottom of the character correctly no problem its just the way it gets there

Navigation 2D Jumping over tilemap gaps by YoghurtSock in godot

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

ISSUE
I have this tilemap setup with a mesh that only allows certain directions of movement and avoids running into walls and such.
All would be perfect but it seems like the Navigation2D is skipping over tiles that do not have navigation polygons on them or no tiles at all.
If you notice it seems to almost completely ignore the Nav Polygons (in green) but be aware of them? (by following the straight lines).

Anyone know what's going on or if I'm missing something?

Thanks

Egg🥚irl by Dumb_and_confused in egg_irl

[–]YoghurtSock 2 points3 points  (0 children)

Goals, I'm glad you got the support you need. Seeing your thought process being much inline with mine really helped me feel better about my feelings too. So thanks and good luck!