So cool, great breakdown ! I always wondered how the "grind rail" mechanic was done in Jet Set Radio where you can jump on and out the rail at any point in space, in any direction, could be a nice follow up to this tutorial ;)
@paulmaguire872
2 ай бұрын
OMG getting the objects to face forward.. "direction_to".. I have to stop smacking my head before there's blood.. I was trying to move a ghost object along a dynamic follow path and use it's iterated position to place my instantiated objects.. which I really felt was a clever idea... but I was the only one lol. Cheers man, this was goooold.
@adambaker9434
6 ай бұрын
Thanks for putting this together, I knew there had to be a better way to create tracks than individually tiling. This has been extremely useful-much appreciated.
@thesturg
6 күн бұрын
but that way might actually work.
@wo_ri_gou_le2974
14 күн бұрын
very detailed video, real quality, helps a lot
@Gredran
Жыл бұрын
You’re one of my top Godot guys right now and one of the ONLY ones doing right now! I love your videos!
@dcaucett
Жыл бұрын
Excellent tutorial, explained so well in such a short space of time. Have subbed and going through your other videos. Thanks for great work.
@crigz
Жыл бұрын
Thank you mate, really appreciate the kind words.
@dominicduncan9895
Жыл бұрын
thank you so much for this extremely helpful, i am using 3.5.1 so it took me a while to find that i needed to use interpolate_baked() instead of sample_baked(), but it ended up working perfectly!!
@niloloo
Жыл бұрын
great work and unique kind of guide in the Godot space! Thanks!
@hotindavid1623
Жыл бұрын
With the Godot 4 you also can place an object with full Transform3D with: sample_baked_with_rotation ( float offset=0.0, bool cubic=false, bool apply_tilt=false )
@NilsMoller
3 ай бұрын
This should be pinned. Makes it much easier (and solved a rotational issue I had :)
@fanrenchen566
Жыл бұрын
amazing! the best enlightening channel of godot I saw ever before
@davidmurphy563
Жыл бұрын
Awesome vid, subbed! I learned precisely nothing because I've literally got a project (vid on my channel) with cars learning to drive round a track so I sat watching merrily nodding my head saying "that's right" repeatedly to my monitor. :) Keep it coming!
@RetroPlus
Жыл бұрын
One of the best tutorial channels I've seen so far, perfect!
@danisob3633
Жыл бұрын
im so glad i found your channel
@RileyNiko
6 ай бұрын
oh my god finally an explanation of a basis thank you
@popuptrains9877
Жыл бұрын
Very interestring! Thanks for sharing :)
@Red_Eagle
Жыл бұрын
I cannot like this enough! Thank you so much! Instant sub
@ld2studio675
Жыл бұрын
Very useful tutorial, Thanks
@__narke
Жыл бұрын
Thank you! That's very good!
@AndyCampbell_uk
Жыл бұрын
Fantastic tutorial- thank you!
@bartudev566
Жыл бұрын
You are the smartest Godot tutorial and etc youtuber I seen so far. I can't wait for future videos ;D
@andrewchapman2039
28 күн бұрын
This is a pretty cool technique and I'm tempted to put it in a few areas of my project, is it very expensive at runtime though? Don't want to overload the system just to have an easier time making pathways.
@RyanScottForReal
Жыл бұрын
Exactly what I needed, thanks!
@rumariomusic
Жыл бұрын
Wow your videos are mind blowing. I learned so much. Is there a way to use the Godot editor gizmos for paths and object transformation at runtime. A video to do that all at runtime would be amazing
@giggio1747
Жыл бұрын
Uow! Great man! Thanks
@pascalcasier959
Жыл бұрын
wonderfull!!!
@Paruthi.618
Жыл бұрын
Wow.. cool tutorial.. Some tutorial topic 3D + Godot4 : Workflow of import 3d models, animations from blender .gltf, .glb, .fbx, .blend
@Ochros
Жыл бұрын
Hey, very nice tutorial. One question regarding CSG is, that it is usually only used for prototyping. So this method probably isn't that feasible/fast enough if I want to do this during the game? Like for example generating a road a long a path similar how the last SimCity game did it.
@crigz
Жыл бұрын
I think it's one of those things where you can just use it and optimise later if performance becomes an issue. What you could do later if it is an issue, is calculate a set of transforms along the path, like with the mesh instance example, and use them to place vertices to generate your own mesh. If this video does well enough, I'll make a part two where we generate the mesh ourselves to avoid these potential performance issues. Hope this was helpful nonetheless!
@Ochros
Жыл бұрын
@@crigz OK, thanks for the quick reply. If you ever run out of Video ideas, you could also continue this by adding a traffic system to the path. So that, for example, cars use the correct roadside and be aware of intersections (and maybe how to generate an intersection where side walks don't overlap) etc. :D
@mapopi-mm
Жыл бұрын
Was wondering the same thing about using custom mesh instead of CSG for performance. Another idea for a tutorial: adjust / flatten a terrain below the road to fit its shape.
@Smaxx
Жыл бұрын
There shouldn't be any significant difference between this and just having regular meshes. It's cached after all. What you shouldn't do is animating CSG to update your world constantly, as that will cause the stuff to be recreated/recalculated over and over again. IMO it's totally valid to use CSG outside prototyping, too, it's just about how you use it. As a matter of fact, Valve's source engine (Half-Life, Counterstrike, Team Fortress, etc.) is fully based on CSG for the environment. Their editor (Hammer) just "bakes" everything into static meshes when exporting, just like what Godot does when a CSG node is "dirty". Only downside when using static CSGs in Godot is the fact that they might load slower, since the geometry has to be calculated on the fly once first.
@crigz
Жыл бұрын
Thanks for the insight mate!
@owenlloyd2528
Жыл бұрын
Thank you
@Klayperson
Жыл бұрын
4:30 Euler is pronounced "oiler", because German
@martindanihel6653
Жыл бұрын
Is something like this possible in 2D? Draw sprite along path.
@forge_builder6455
4 ай бұрын
Yes, I am also looking for this. Please how!!!
@pythonxz
10 ай бұрын
What a great video!
@213Sid
Жыл бұрын
Is there a way in godot to set a rotation for the Curve3D spline? I want to be able to control a slope of the road.
@tato6418
7 ай бұрын
Im having trouble holding shift+click to do the curves while using Top-Down view (It just doesnt happen, i have to use perspective, which is bad for "flat" tracks. Any tips or workarounds?
@my_yt_
7 ай бұрын
Same here. 4.3 Dev 3
@tato6418
7 ай бұрын
@@my_yt_ havent found a solution yet, but i ended up doing it on perspective mode, and manually changing the Y position to 0 on each point on the node's config.
@torgo_
Ай бұрын
woah this is awesome. would it be possible to procedurally-generate a road on-the-fly? like, if you wanted to make some kind of infinite driving game where the road goes along forever with different variations that spawn in
@dre_met
Ай бұрын
How would you handle a split road? Imagine two possible ways for a certain distance that then merge together again?
@AleksandarPopovic
Жыл бұрын
Very nice, man!
@EeVeE3D
Жыл бұрын
this is really great...
@crazysmile11012
11 ай бұрын
making a track editor in game would be nice to use this realtime
@kevinsellers7566
Жыл бұрын
Could you please share your Basis scene or better yet do a video explaining how you developed the Basis scene in Godot. Thanks.
@UltimatePerfection
3 ай бұрын
Really cool, but how do I add collision to the planks? I'm trying to make a bridge using this method, but the character just falls through.
@vvvorlds
Жыл бұрын
would be nice tho have a different distribution according on how much changes are happening in the curvature. & having correct uvs at the same time. 😌 sounds like a side project for a pr!
@pill0h130
8 ай бұрын
Is there a way to do this without Csgs? Csg meshes do have quite a bit of a performance cost and are only meant for prototyping.
@crigz
8 ай бұрын
The performance hit is only if you edit the meshes during runtime, if the mesh remains static you should be fine.
@pill0h130
8 ай бұрын
Thanks! Also, is there a way to copy the shape of the csg polygon and make a collision shape with the same shape. I need to create an area 3d with a collision shape that is formed based off a path but I haven't found a way to do so.@@crigz
@n41sd
Жыл бұрын
Nice tutorial! I`m working in something like this, but multimesh for planks is new for me, one thing that I haven't had a solution so far if you can help me is that I would like to automatically place signs for curves (without placing it where it is straight road), how can I detect them? I needed to understand the size of the curve and if it is curved.
@bbom9197
Жыл бұрын
Wow 😮😮❤❤❤
@pythonxz
9 ай бұрын
I find the CSGPolygon node to be very frustrating to use. Anyone else?
@nicholasobrien6920
8 ай бұрын
Awesome video! I'm wondering how could you add trimesh collision to the curve after it's generated the geometry?
@liamkoehler8820
Жыл бұрын
Nice tutorial! What 'work'? is the CSG mesh doing? Would this method also work with a collection of 3D assets exported from, say, blender? Edit: I mean, you say 'Cubes' (for the tracks), but they are really squares. Does the path extrusion work if the model isn't 2 dimensional?
@crigz
Жыл бұрын
The path extrusion only works with a 2d polygon unfortunately! You can't use it to build spline meshes like in unreal engine.
@liamkoehler8820
Жыл бұрын
@@crigz Thanks for the reply! Do you think the 2D extrusion is robust enough for most applications? It feels a little weird to me to make stuff directly in Godot. I suppose a proper spline-mesh system could be created as a plugin/addon.
@crigz
Жыл бұрын
I think it will work great for anything which doesn't need its shape to vary along its length, like the roads and tracks in the vid. The benefit of doing it in Godot is how easy you can change and tweak things. A lesser known benefit of the CSG nodes though, is once you're happy with it in Godot you can export it as a GLTF file and polish the mesh up in blender.
@Barnaclebeard
Жыл бұрын
Great subject and well covered. Using the names of solids like "cube" when you were actually talking about 2d shapes was confusing and a little upsetting.
@Barnaclebeard
Жыл бұрын
I'm ok though
@swiggitywave1436
11 ай бұрын
Hey man, Really liked your video. Is there a way to remove the front and back face of the mesh being followed by the spline? I'm trying to generate a cave but I want the path to have a hole in the start and the end :)
@SW-vy4he
Жыл бұрын
Subscribed. Cheers.
@thefufuu3157
Жыл бұрын
a way to change the rotation of the tiled polygon ? i have water material applied to the path but the oriantation is wrong and it tiles next to each other instead of into each other ?
@rok_e
8 ай бұрын
Hi! how to remove a cap of mesh? when the path is done.
@lemonking4076
Жыл бұрын
Amazing content! I noticed the label 3D's are always facing the editor camera at 4:50, how do you get the editor's camera? I tried scanning editor interface nodes and there are 3 cameras and no way of telling which one to use.
@schimmelspreu83
Жыл бұрын
Go on Flags and change Billboard(Disabled) to Billboard(Enabled)
@artisanmage5378
Жыл бұрын
Is it possible to have custom meshes extruded like this? CSG polygon is cool but custom meshes could really allow more possibilities
@thesturg
6 күн бұрын
holding shift and dragging to make a curve does not work
@ajinkyax
Жыл бұрын
what is the different between basis and transform position ?
@martinmajewski
Жыл бұрын
👍
@DaveyGame
3 ай бұрын
pls link project files i cannot get the rails to work for the life of me
@godofdream9112
Жыл бұрын
how to create terrain ? (easy beginers friendly method)
@drac8854
Жыл бұрын
Video request: how to make never ending runner game world Like subway surprise.
@sanketsbrush
Жыл бұрын
this video is very informative & educational. But, using "value_changed" instead using "is_dirty" could be more easy to understand function of that variable.👍
@adammax9902
11 ай бұрын
ok how do i but the car on the track ?
@craigbryan1479
6 сағат бұрын
Good tutorial but intensely irritating background music! Why to tutorial makers insist on putting music on the videos? It's infuriating! Especially when the music is as loud as it is on this video
@MaxIzrin
9 күн бұрын
Annoyingly Euler is pronounced Oiler.
@SULTANVIDEOGAMES
Жыл бұрын
@tool extends Path3D @export var distance_between_planks: float = 0.6: get: return distance_between_planks set(value): distance_between_planks = value if not is_inside_tree(): await self.ready build_planks() func _ready() -> void: build_planks() func build_planks(): var path_lenght: float = curve.get_baked_length() var planks_count: int = floor(path_lenght / distance_between_planks) var multimesh: MultiMesh = $MultiMeshInstance3D.multimesh multimesh.instance_count = planks_count for i in planks_count: var curve_distance: float = distance_between_planks * i var plank_position: Vector3 = curve.sample_baked(curve_distance) var plank_transform: = Transform3D(Basis(), plank_position).looking_at(curve.sample_baked(curve_distance + 0.1)) multimesh.set_instance_transform(i, plank_transform)
@crigz
Жыл бұрын
Looks good! Without curve_changed signal though the mesh instance wont update when you move the path around.
@hotindavid1623
Жыл бұрын
And with sample_baked_with_rotation ( float offset=0.0, ... ) ? Check the API. Very usefull method
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