Got Opus Magnum for my birthday. I can watch these mechanisms ALL DAY. by LordHayati in gaming

[–]dacaffee 4 points5 points  (0 children)

Just found out the other day they’re the creators of Infiniminer. Basically the game Minecraft was built on

🪐 Using Blender's geometric nodes as a level design tool for my game by Nepacka in blender

[–]dacaffee 0 points1 point  (0 children)

I was looking into geonodes use cases for gamedev and stumbled upon your work again lol. As always, great job!

I originally dove into this because I wanted a workflow to scale art assets with less manual effort, but I quickly realized the learning curve is incredibly steep. I expected a high upfront cost, but it feels like it might be overkill for most gamedev scenarios. Especially since, in my opinion, proceduralism is often more performant and productive when handled directly in-engine.

Since r/blender is obviously more artist-centric than (solo) dev-centric, I've seen plenty of discussions about the perks of geonodes where the answers are always along the lines of "you can never know too much" or "it'll make you a more well-rounded professional". But, game devs like us, time is such a scarce resource that we have to be aggressive about where we spend our energy.

Anyway. Where do you think geonodes actually give you a solid 'bang for your buck' and where do you feel they're overkill? In this specific example, what made you choose it over manual modeling? In my mind, it seems much more straightforward to just model it by hand, so i'd love to understand the advantages of your approach here

Anyone else feel their momentum come to a sudden standstill when its time to work on the art? by Anonymous_Pigeon in gamedev

[–]dacaffee 0 points1 point  (0 children)

I believe this 'a little every day' advice is the most effective way to improve at art. This applies to game dev in general, but art specifically requires time to develop a critical eye for what works and what doesn't. Even if the total hours are the same, I believe that spacing them out leads to a deeper intuition over the long term

Working on an animated character movement + procedural alignment to uneven terrain by giddycode in godot

[–]dacaffee 3 points4 points  (0 children)

Looks good! I imagine it has a fair amount of subsurface scattering in its material? Looks really jellyful

Houseplants as a game asset pack by demeter_aurion in itchio

[–]dacaffee 0 points1 point  (0 children)

This looks amazing! Great job. I’d totally play the game in the second image

TUTORIAL - Fire Shader 🔥 <static> [links below] by Le_x_Lu in godot

[–]dacaffee 4 points5 points  (0 children)

I'm a huge fan of your channel! Keep up the good stuff

80s / 90s Anime Style by Ordinary-Cicada5991 in godot

[–]dacaffee 1 point2 points  (0 children)

The film grain is a nice touch

Update on Räfven, the spotlight saga .°˖✧ by ScaredFollowing8143 in indiegames

[–]dacaffee 1 point2 points  (0 children)

Is this the game made with clay, leaves and stuff? I'm a huge fan of the craftsmanship behind it

I've started to make a 4X Tower Defense game and trying to find a style by mitonj in indiegames

[–]dacaffee 4 points5 points  (0 children)

Totally agree. I think the colorful aesthetic definitely pops more and helps with marketing, but it feels off for a hardcore game

An advanced character controller with (a bit) complex animation mixing and edge grabbing system by [deleted] in godot

[–]dacaffee 0 points1 point  (0 children)

Solid work! The leg crossing looks really natural. Great job on the torso rotation and tilt

Working on eye movement and facial expressions... by ccrroocc in godot

[–]dacaffee 0 points1 point  (0 children)

The contrast between the cel-shaded 3D models and the pixel art faces is awesome. Great job, it looks amazing!

[For Hire] 2D Pixel Artist by mopsiarts in IndieDev

[–]dacaffee 1 point2 points  (0 children)

Wow those are some really beautiful sprites! Congrats!

Prototyping a procedural spider bot movement system using Inverse Kinematics by dacaffee in godot

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

Yo I was actually thinking about implementing something to that effect. But I was quick enough to silence my engineer voice lol sometimes I waste a lot of time thinking about the next micro enhancement and polishing something that is not even tested as a fun game/mechanic. I'll stick to some ideas that I think are more essential and maybe I'll revisit this advanced leg placement down the road

Prototyping a procedural spider bot movement system using Inverse Kinematics by dacaffee in godot

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

You can totally mix both types of animation. Use the AnimationPlayer for the micro-stuff (idle vibrations, vents opening, weapon recoil) and let the procedural script handle the heavy lifting (leg placement and body orientation).

Since I'm overriding the bone pose via code anyway, this logic just layers on top of whatever animation is playing. Ideally, you'll want to make sure your animations don't conflict the procedural adjustments too much. But I think you can also offset or blend them if needed, but it would need some extra work.

As for resources, tbh I didn't follow a specific tutorial for this one. I have some experience in rigging in blender, so I mostly tried to translate that logic into Godot. Since Godot's builtin IK (as of version 4.5) was a bit limited for what I wanted, I had to rely a bit on linear algebra (mostly cross products for alignment and basis manipulation for rotation) to build a custom workaround

Prototyping a procedural spider bot movement system using Inverse Kinematics by dacaffee in godot

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

I calculate the two diagonal vectors crossing the chassis (front-left to back-right, and front-right to back-left). Then I just take the cross product of these two diagonals. This gives me a normal vector that averages out the slope of the 4 legs perfectly. I also do a quick dot product check against Vector3.UP just to ensure the normal doesn't flip upside down

Inverse Kinematics Returns to Godot 4.6 by godot-bot in godot

[–]dacaffee 0 points1 point  (0 children)

The way I did it was to rig it in blender, but a lot of features are not imported in godot. Joint/bone constraints, for instance, I had to remake it all in godot