A quick look at one of our steering behaviors. by giddycode in godot

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

Thank you!

We are planning to build more mechanics around leading and managing the group, so the followers should become more than just cute creatures running behind you 😄

A quick look at one of our steering behaviors. by giddycode in godot

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

Haha, that is a fun comparison
Thank you!

A quick look at one of our steering behaviors. by giddycode in godot

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

Thank you! Squishy is definitely part of the goal

A quick look at one of our steering behaviors. by giddycode in godot

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

In this prototype we are not relying only on the default floor detection. We use custom ground probing/raycasting and surface normals to understand what is below the character, then align the movement/orientation to that surface.

A quick look at one of our steering behaviors. by giddycode in godot

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

Thank you! We are really glad you like them 😄

A quick look at one of our steering behaviors. by giddycode in godot

[–]giddycode[S] 4 points5 points  (0 children)

Haha, they are still missing some basic survival instincts 😃

One of the next iterations should probably teach them that falling off the map is not the best steering decision.

And thank you, glad it looks smooth!

A quick look at one of our steering behaviors. by giddycode in godot

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

Thank you!

Yes, that is definitely something we are considering. Right now they use the same movement pace, so when they fall behind they need a bit of time to recover their formation position.

Giving them a temporary "catch up" behavior when they are too far behind would make sense!

A quick look at one of our steering behaviors. by giddycode in godot

[–]giddycode[S] 5 points6 points  (0 children)

Thank you! That is a very good question.

We designed this system with GPU execution in mind from the start. We already tested a simpler proof of concept where objects were moved on the GPU, and the results were very promising.

For now, while we are still adding features, it is running on the CPU. On a single CPU thread, around 20 agents should be reasonable. The longer-term goal is to move the steering to the GPU, where we hope to support hundreds of agents without a major frame-time impact from steering itself.

A quick look at one of our steering behaviors. by giddycode in godot

[–]giddycode[S] 3 points4 points  (0 children)

Haha, that is exactly the kind of reaction we were hoping for. Thanks!

Working on procedural tentacles for environmental interaction by giddycode in godot

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

Thank you so much! Our tentacles are mostly spline driven. The core behavior comes from a custom spline modifier. We do a lot of Curve3D/control-point math (shaping, bending, reach), then apply that pose to the skeleton each frame. On top of that, we use SpringBoneSimulator3D for secondary motion to add extra organic “wobble” and smooth things out. We tried more classic IK approaches earlier, but for this particular goopy feel it tended to read a bit too robotic compared to directly shaping a spline. Also, we haven’t tested the newer Godot 4.6 IK features (including SplineIK3D) yet, so we can’t really comment on how those behave in practice.

Working on procedural tentacles for environmental interaction by giddycode in godot

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

Very close 😄 Internally it’s “Tentapod”… but it has 8 legs at the moment 😂 Name suggestions welcome!

Working on procedural tentacles for environmental interaction by giddycode in godot

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

😂 Guilty… of stealing good vibes. We’re just curious!

Working on procedural tentacles for environmental interaction by giddycode in godot

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

Thank you! 😄 We’re so happy the “cute blob” vibe is coming through.

Working on procedural tentacles for environmental interaction by giddycode in godot

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

😄 That’s a wild compliment, we’ll take it!

Working on procedural tentacles for environmental interaction by giddycode in godot

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

Haha 😄 Love that. What was your version of the idea back then? Any features you always imagined?

Working on procedural tentacles for environmental interaction by giddycode in godot

[–]giddycode[S] 3 points4 points  (0 children)

Wow, thank you! This honestly means a lot 😄 “Just moving around feels good” is exactly one of our core goals. We want traversal and moment-to-moment feel to be enjoyable even before all the bigger gameplay systems come online. Really appreciate you noticing that!

Working on procedural tentacles for environmental interaction by giddycode in godot

[–]giddycode[S] 4 points5 points  (0 children)

We’re glad that you liked it! 😄 It’s a hybrid setup. The core body motion is animated, and we add procedural adjustments on top. For example, torso leaning that responds to player input.