cats, man, how do they work?
trying to figure out how to make a viewmodel for your front paws in the game.
#projectargh #gamedev #godotengine #imsim #youareacat
yesterday evening i took a break from the code to start learning about godot 4's lighting options.
heres the scene (a) with the placeholder dev lighting, and (b) lit simply by downlights, with shadows on and VoxelGI for bounce lighting (notice, for example, under the bridge on the right, how the bounce lighting softens the shadowed area).
looks promising!
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the turret can now lead its aim to compensate for gravity and target velocity! and it will automatically fire if the target is on approach to come too close.
so i made it target this mug and played catch with it! whos a good turret?
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heres a short clip of the turret opening a door with its projectile:
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getting my water-spraying targets to calculate the right trajectory to the hit the target yellow crosshairs, at (a) low velocity, and (b) high velocity.
turns out its a lot of fun to control a turret that can successfully lob a relatively slow projectile to hit a point! i was getting it to hit enemies on the head, knock plugs out of sockets, trigger automatic doors, and tip over stray coffee mugs.
#projectargh #gamedev #imsim #godotengine
so i am using render-to-texture to draw the scene from the turret's point of view, and sampling that texture in the particles to see if they are occluded or not.
however you can easily see in the rtt preview that there is a misalignment: the particle positions do not match up very well with the positions i am sampling in the rtt texture; there is a spherical distortion i have yet to fix.
(2/2)
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turrets now project a holographic targeting system onto the world; this will communicate their attack range as well as show some feedback as to how aware they are of you when youre just outside of attack range.
this test made it clear that i would need the hologram to be occluded by the wall, so it would not imply you were visible to the turret while hiding behind the wall.
(1/2)
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never really figured out the skeleton transform and quaternion problems, but managed to work around them.
here are four turrets all aiming at a poor coffee mug.
(in case you were worried, the mug is in no danger. for one thing, i havent written the code to make the turrets shoot yet. for another, they will actually only shoot water)
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i need to stop using the #projectargh hashtag, and start using #thearghproject because it almost sounds like "the dark project" and i find that appropriately amusing.