Previously worked on this game in Unity, and trying to remake it in Godot 4.1
I'm working on the first person controller at the moment.
https://cdn.discordapp.com/attachments/794071270466912256/1206649647624626236/Background.png?ex=65dcc70e&is=65ca520e&hm=4216c2aa888c3b78dd12309243ae7600a7dc7d8e2e9376e47cd495ad1489bdfb&
#Open source First Person Controller in Godot 4
306 messages · Page 1 of 1 (latest)
https://twitter.com/unde3dog/status/1708507543721460101
Here's the first person controller in action with sound.
Some more progress on my first person controller in Godot 4 giving it more juice 🫡
#GodotEngine #Godot
I'm also working towards making this controller along with the graphics and some of the assets that come with it for FREE for the public to use in Godot
oooooo
If the twitter link doesn't work ^
Looks good!!
Woah, this looks incredible
ZTilt and FOVChange to help sell the immersion 
This is looking really crispy
The movement is so smooth!
Thanks!
Oh damn this is looking great!!
I remember seeing you on the fishnet discord wondering if you could replicate the cool looks of your unity ball game on Godot, I guess you found out the answer is yes? XD
Looks awesome for some parkour maps
Nice to see you here! Yeah, that Ballz game can definitely be done in Godot. Would love to have Fishnet for the multiplayer though 🤣
Maybe one day 🥲
Looking forward to seeing more from you \o
Are the models final or placeholder? The textures and the movement look so good, really incredible stuff
How do you do all the running and jumping camera movement? Do you happen to have any links to get started?
Thanks!!!
The environment was just made with CSG blocks.
And the textures are CC0 from ambientCG.
I take advantage of the characterbody3D node. It has a lot of inbuilt methods to handle a lot of things out of the box.
There are however a few drawbacks.
The jumping camera movement is just handled via animation.
3 different land animations were made based on the yVelocity.
You can take a look at this video as this is what I followed and extended, I wrote in C# however.
https://www.youtube.com/watch?v=xIKErMgJ1Yk&pp=ygUSZ29kb3QgZnBzIG1vdmVtZW50
There's a few bad design patterns he used here, so I recommend you clean up your code while following his steps.
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Assets : https://github.com/lukky-nl/FPS-controller-assets
Kenney : https://www.kenney.nl/
Poly haven : https://polyhaven.com/hdris
This is part 1 of a 3 part fps contoller tutorial series!
Thank you very much for the detailed input, appreciate it!
Was working on some custom stair implementation throughout the past couple of days. It still isn't perfect. But it works great for most situations. Will come back on it to make it more fully functional.
^ Will have to adjust the sounds on the steps for it to work nicely along with adjusting speeds on steps.
^ For situations where there are curved steps, this is very useful as it will save the level designer a lot of time instead of making a custom ramp collider for the steps.
And there will be other edge cases where this comes useful. Currently it's very modular as you can just add it as a node and reference your character body.
I am really interested in this project especially seeing you haven't uploaded a while on this
(PS Is their going to be another devlog?)
Thanks! Yeah a devlog is currently in the works! Hopefully I can be more consistent with it.
maybe a damped spring using the raycast for the ground collision instead of using a capsule collider? this would handle the stairs great but might feel "floaty" depending on your damping setting. there's a good article somewhere on building really good damped raycast springs for use in game engines, i'll try to find it
Never heard of a damped spring in Godot, definitely drop down the article when you find it.
The only reason I was using a capsule collider is because of cases where there are tiny gaps in places where the capsule collider shines. It pretty much goes over them and smooths the movement out nicely.
It's not built in afaik
I followed this tutorial but used a raycast's hit distance as delta x
I think a damping of .7 was pretty good overall iirc
I'll stick with what I have for now as that definitely would look like something I'd have to commit to if I need to perfect the implementation 🤣
Thanks for the suggestions either way
Took a little break from programming to work on the graphics and game feel again 
https://fxtwitter.com/unde3dog/status/1711155944950759592
Wanted to take a break fro the programming, so I added some lens flare💡
#Godot #GODOT #indiegame #indiedev
Fastest Time Ever Ninja Warrior | Best Run Ever American Ninja Warrior | ANW
this game feels like this video challenge but on buildings
waiting for the game graphics are awesome atm
Made all the post processing work all together along with the movement for some of that extra game juice.
It's in a neat post processing manager similar to how you work with Unity's post processing stack.
The gif showcases lens flares, motion blur, radial blur, vignette, lens distortion and chromattic abberation.
The roll feels a little abrupt, im not sure if this would work but just throwing out a suggestion: maybe start the roll before the player hits the ground?
Yeah you're right, the roll needs work. Actually most of the animation needs work. And a roll without actually something in motion within the camera feels weird to see.
The plan is to put an actual model in there similar to how you'd see in mirror's edge
Showcasing the current state of the controller in action.
https://fxtwitter.com/unde3dog/status/1712954058804183479
Thanks to everyone for the recent support! Been hard at work to make this first person project and I've forgotten to mention that I'm giving the project away for free soon just to contribute to the Godot Community.
#GodotEngine #Godot4
I released the current state of the controller on my git, feel free to use it for anything you want! Will put instructions and stuff and update the page.
https://github.com/theRealUnd3rdog/GODOT-Underdog-First-Person-Controller
I also released a devlog on my game NOSHOT, thanks for the support guys 
Godot can do 3D bruh.
Grab the controller here: https://github.com/theRealUnd3rdog/GODOT-Underdog-First-Person-Controller
Socials:
Twitter: https://twitter.com/unde3dog
Instagram: https://www.instagram.com/underdogdev/
Discord: https://discord.gg/zH5A3c2MaF
Artstation: https://www.artstation.com/underdogdev
Music:
Jeremy Blake - Powerup!
Tra...
this is coming along great, really looking forward to seeing where this goes
you're super cool for releasing your controller too, thanks!
I took a look at the code but I haven't really had a chance to digest it and I'd Love to see more about how you're handling stair stepping with those raycasts.
beyond that graphically this looks amazing,
awesome work keep it up
Thanks yo! I'll definitely be posting a follow up devlog on how I did some of this, I went over a lot of the technical stuff.
Oh, I've been following this on twitter
This looks sick as fuck honestly
Cool action movie player controllers are a guilty pleasure of mine, I think
both on the making side of things, and playing side
I blame growing up as a Source engine nerd and playing stuff like surf
Thanks Dogman, will work on it more to make it better 🫡
Been a while since I've posted, but I've been revamping the code for this controller to further make it even more cleaner.
I'm now using a finite state machine to handle all the states. And one central script that acts as an any state.
Going forward I can add a lot more features that will have less dependencies as they are handled in the form of states.
You move through other states in the form of signals.
https://github.com/theRealUnd3rdog/GODOT-Underdog-First-Person-Controller
You can grab it here, the first release is the one before the FSM implementation since I think some people might not prefer that.
But going forward I'll be adding things like vaulting, wallrunning, ledge grabbing and all that good stuff with the FSM.
Sliding down slopes is fun 😩
Open source First Person Controller in Godot 4
Yooo, it's dope!
Thanks yo 
Today I worked on vaulting over objects.
looks really great
If you're near any object while you're sprinting, just press jump and you vault over it. If you're near a ledge while in the air, you automatically vault over.
out of curiousity, how's your stair stepping on slopes
it's the last problem i have to deal with for a true cast up forward down based approach
i know you wre using rays, but i'm a bit curious if it was something you ahd to think about
Could you clarify what you mean by stair stepping on slopes?
easiest way to describe it would be by saying what it isn't
for example a 'regular' stair case that isn't too deformed, the angles arne't too insane, etc, vs two differently sloped surfaces touching eachother
visually, here are some examples
the former being a sloped stair, technically
ah, i think it might be because you're just using ray checks vs a true shapecast
I haven't taken account to the one on the left, but if I were to make whatever I have work with this, I can just tell it to work within a certain normal angle.
Which reminds me, I should do so and test it out, although I'm unsure if it would work the same.
yeah, i was considering just flaggiing this as an invalid step condition and not worrying too much about it - but i'm positive this is something that should reasonably work out fine and i just must be missing a small thing in the check, or maybe i should just add a fixed step forward offset
thanks anyway - good luck :)
Yeah I'm using 2 ray checks and positioning them based on input direction.
When it reaches a certain angle I'd just mark that as an invalid step and let the player decide whether he wants to jump off to that platform and slide off. 🤣
yeah i'm gonna force jumps or if the slope is steep enough just slide against the wall
~~small update: i toyed around with the Jolt solver, ccd and penetration settings. i think a balance is needed there too, if you go with this approach
my next idea is adding some jitter to the down check left and right to adjust~~
i just re-wrote a different move_and_slide for air movement as i noticed it would go between states. the air move didn't do a stair check. this seemed to resolve a dramatic amount of issues:
@karmic widget are you running into any lag spike issues? I'm trying to do a 3d third person game and I'm getting a weird recurring lag spike even on a pretty empty project with barely anything. Been trying to turn things off and simplify things but I keep seeing this lag spike ><;
I think I had the lag spike when I was using SDFGI in this project.
In 4.1 I think it isn't stable.
I didn't check thoroughly though. I have the same GPU as you do.
I see, I'm not using SDFGI in that case, I don't even have a world environment in that scene, I tried to make it as simple as possible to see if the spike was gonna go away xD
but right now on your project there is no spike?
Strange how it would happen in a blank project. That's not normal.
Not that I'm aware of. It was only SDFGI causing those weird drops at certain times.
I haven't enabled V-sync by the way.
Hmmm, I have V-sync enabled, will try disabling and seeing what happens
I downloaded Kenney's starter project and had the same spike on it O.o https://github.com/KenneyNL/Starter-Kit-3D-Platformer/tree/main
I think my laptop was just running too hot. I shut it down, left it in the freezer for a bit, rebooted and the lag spikes were gone ._.
yep, sdfgi lagspikes hard every few meters the camera moves. kind of like some known but unspoken thing
unironically projects like this will help esports. the problem with esports is "every game" has different rulesets
standardized movement code is a step towards standardizing esports rules
an interesting thought
Yeah I don't hear people talk about it a lot, I wonder if this is fixed in 4.2. I didn't upgrade the project yet.
imagine if there's a huge FPS tournament and the announcer says "AND THE GAME TODAY IS USING UNDERDOG'S PATENTED MOVEMENT RULES SET FOR STANDARDIZED PLAY"
juan’s working on it, check out the hddagi proposal
Ahahaha that would be pretty cool 👀
Saw that on twitter, pretty impressive!
well this isn't too far from reality; quake 3 players would be well versed with "VQ3" vs "CPMA" which are indeed two different movement standards as an example
ideally, for FPS esports to work, there would be
- standardized movement rules set(s)
- standardized equipment package(s)
- standardized level package(s)
and a tournament would pick one package or rules set from each category, have someone "build a game" using these open source assets (just plug-and-play)
and then the players would play in that game
you would then have debates between professionals that, instead of "I prefer Halo to CoD" would sound more like
"I prefer the way Underdog handles slides and scaling, but I can understand why someone would prefer sinewave's crouch standards"
or "I prefer the VALVE weapons package because I dislike the way recoil is handled in the QUAKE package"
which is a much more translatable conversation from physical sports to esports
because it would be akin to talking about college rules vs professional rules
sorry i went on a mild rant here lol
Interesting..I never thought about it that way.
You're all good 👍
because the narrative is usually controlled by "a AAA company" wanting to "create an eSports league" around "their game"
LoL has succeeded as an esport because it has a standardized rules set, and the game is free
the only barrier to entry to play basketball, for example, is that "someone owns a ball"
otherwise it's free to play basketball.
same with LoL.
it also entirely boils down to personal skill within your role.
top laner, jungler, mid
quarterback, receiver, offensive guard
Doesn't that go for any f2p game though?
Dota, Fortnite, Overwatch, Apex, etc?
it's why overwatch eventually died - too many variables outside of the players' control
a sport requires consistent rules, which is why standardized systems like yours would be good for esports
anyway im done ranting lol
Fair enough
Haven't checked in on this project in a while, looks really cool!
That vaulting looks smooth
Happy new year guys, I'm still developing the controller to make it even more solid and better than before.
I've decoupled the scenes for it to work a bit better and to make it a bit more modular. I've upgraded the whole project to 4.2
Added a couple of new sounds, slightly played around with the settings to increase FPS. There's only a few bugs.
I'm going to be working on wallrunning, climbing (ladders, poles) next, that'll be the fun stuff.
bro just change your name to Upperdog already, i've been trying to make a movement system like this for ages, if i can use it would help a lot
Thanks fam, it's open source so go ahead.
https://github.com/theRealUnd3rdog/Godot_Noshot_Controller
https://github.com/DmitriySalnikov/godot_debug_draw_3d
Very useful draw library I just spotted upon, has a neat C# API too
hey uh...
how can i disable the post processing? my pc kinda can't handle it
Oh, I saw your video! Good job
Go to the world environment and turn some of the options off.
Additionally try disabling anti-aliasing in the settings.
Thanks yo 🫶
so you know I've been shilling your controller every time someone hops into #godot-4-chat and asks "is godot good for 3D?"
i honestly think you have something amazing here
I would even say push your physics handling to try for an official inclusion
I like the motion blur how do you make it?
Thanks brother, yeah maybe once everything is done I'll see what I can do to make it official.
I didn't make that. The one showcased in the recent videos is just a radial blur, it's a free MIT shader on godotshaders. I just crank up the parameters when I'm speeding.
https://godotshaders.com/shader/radical-blur-shader/
wait
I'm using the same technique I used the radial blur too I calculated the camera velocity and then crank it up too! but wy does your looks so good
Thanks yo, well you can take a look at it, nothing really special except it's controlled by my velocity and a few artificial values.
I use this function for most of my post processing.
public float GetVelocityBasedEffect(float maxVelocityMag, float velocityExponent, float minEffect, float maxEffect)
{
Vector3 playerVelocity = _playerVelocity;
float velocityMag = playerVelocity.Length() / maxVelocityMag;
float velocityScale = Mathf.Pow(velocityMag, velocityExponent);
float desiredEffect = Mathf.Lerp(minEffect, maxEffect, velocityScale);
desiredEffect = Mathf.Clamp(desiredEffect, minEffect, maxEffect);
return desiredEffect;
}
Got the wall detection up and running using a no raycast approach.
Thought I could make it as robust as possible by using the CharacterBody's kinematic collision.
move_and_collide(motion, false) is a powerful one
i'd recommend looking into a combo of PhysicsServer3D.cast_motion combined with get_rest_info() if you need anything spicier. it's how my stair stepping works
looks good though :D
Cheers, I didn't know PhysicsServer3D even existed. Looks extremely spicy indeed 👀
it is some goooood st uff
here's an example of how i use the two in combo
https://github.com/sinewavey/Godot-Math-Lib/blob/main/math.gd#L117C14-L117C14
Just finished up the wallrunning, this one was pretty tough to do.
I still have more polishing to do for it, but I'm feeling pretty good about this one.
slick as all hell
Looks awesome!
I think the landing would benefit a lot from some more impact or punch, maybe some downwards camera movement when landing
Good call, will do that
Cool as hell keep it.... up dog 🔥 💯
Thanks fam
damn this looks incredible, i took an attempt to do this a while back but the lack of skill held me back
For people curious, I haven't quit the project or anything, just college exams and I've been working on a personal game that'll be using this controller.
There's a lot more to do for this project, after a little more features, I'll begin polishing up the code to make it as modular as possible and hopefully increasing the performance of the entire project.
It should run at a solid 60 on 1080TI's atleast, but some world features would obviously have to be turned off.
I'm not doing anything graphically expensive here as well, it's just the post processing which takes up only a few frames.
The rest of it is just vanilla Godot stuff.
At the end, most of the content will be free to use (Need to double check). The assets here all CC0.
Thanks for the support everyone 
GWOOD LUCKA!
My guy made Mirror's Edge Catalyst in Godot... but cooler! You're a god 🙏
Thanks for the kind words dude 🫶
Going to start by making the project look a little nicer
.
Just published a video on how I made the wallrunning and the rest of the movement.
https://youtu.be/cMtEagxz4h0
Godot is superior.
Grab the controller here: https://github.com/theRealUnd3rdog/Godot_Noshot_Controller
Socials:
Twitter: https://twitter.com/unde3dog
Instagram: https://www.instagram.com/underdogdev/
Discord: https://discord.gg/zH5A3c2MaF
Artstation: https://www.artstation.com/underdogdev
Music:
- Crash Bandicoot 3 OST - Toad Village Gee Wiz...
https://github.com/theRealUnd3rdog/Godot_Noshot_Controller
Version 2 of the controller is also out, with everything you see in the video.
Just grab the latest release. Should be about 300 megabytes
This is how it currently looks
.
https://fxtwitter.com/unde3dog/status/1754632002303656441
Just a little run on my open source controller in Godot.
#GodotEngine #Godot #gamedev
Do you have clambering/mantling? I notice it's a CharacterBody not RigidBody? Do you have/allow clambering of RigidBodies? If so, how do you deal with the glitchiness that can happen with that? Kinematics can send RigidBodies flying if you're not really careful. There's workarounds, just wondering how you did it, if you did.
If you consider clambering vaulting over objects then yes.
Yeah it's a CharacterBody, I felt there was of no necessity of a RigidBody controller when the CharacterBody was already miles better than whatever Unity had.
I'm using a coroutine to basically lerp the position of the CharacterBody from 1 point to another when it enters into a "clamber" state. When that happens all of the movement logic is stopped and it waits till it clambers.
The reason it doesn't glitch is because I'm using a curve so that the body doesn't intersect and get stuck with the collider beneath it. Ofcourse this may still happen in extreme edge cases, I have yet to test it more.
When I add in character animations, I'll only handle the lerps from the animation side and just basically snap the position to avoid this problem. For now however it works quite well.
Cool, and again, just to clarify, have you tested vaulting onto RigidBodies or just onto StaticBodies?
Ah that's what you meant, no I haven't tested it onto rigidbodies yet, just static bodies so far.
@karmic widget A few days ago I was talking to a friend on call and he randomly sent me your yt channel and said he really LOVED your videos :D
Ey thanks fam, tell him I appreciate that very much 
Keep up the good work 👍
ur cool underdog
Do let me know, if you would, if/when you try that. That's where we had to do some magic to get it so when you clambered to the top of the bookcase, for instance, it didn't then suddenly send that bookcase flying cuz character had forced itself partially into its collision.
Bro who needs unreal engine when you’ve got Godot
Faxx 
Started roughing out an indoor map in Blender 
you poor soul, it looks great, but blender as a map editor - I could never
ok but seriously that is so pretty LOL
i am a sucker for the big open rooms with the spiral staircases up and down, it's such a classic encounter type
🤣 I figured most people wouldn't like it, but I'm hesitant to use anything else.
if it works for you, that is the important part
it's good with complex geometry in a familiar workspace; not every project needs the classic level editor(tm)!
Yeah, I don't think I can work without curve tools and arrays xd
yeah, that is one thing I am ab it limited on - if I want really smooth 3D geometry, it's gotta be a prop on the level, because there's only so many divisions the csg tools can really do with planes in radiant, etc
how is it creating the actual world environment? do you do any of that in blender or all in godot?
Are you talking about the lighting?
that or anything else
I'm just curious to learn about someone's process
It's always interesting and gives new insight
Well I kinda just make build out the base map in Blender first.
I then import the blend file into Godot to see if the scaling is fine and the collisions are good.
Then I start adding props and just make some rough lighting in Blender to see if it looks good.
Then optimization and texturing.
I then import all of that into Godot and then just dress it up.
I'd probably add a few more props, probably a few decals and then do all of the lighting necessary.
didn't Bungie model their entire level then import them for the Halo series?
Not too sure.
I'd assume they have inhouse tools to build base maps in the engine itself.
or am i misremembering their pipeline
But I honestly prefer building in Blender cause of the control.
People recommend Trenchbroom and Qodot, which I think is a real good alternative, but then you're still using a different program to do all of the levels.
There's a tool called Probuilder in Unity which I used to use a lot.
It's a pretty decent tool and you could pretty much do basic modelling with it.
If there was a similar probuilder like tool for Godot that I can use real-time I'd probably use it.
idk i learned how to build levels in unreal
which is basically: whitebox it out and submit an art request to 3D
then 3D fulfills it and ships it
and you replace all instances of "box named shrub" with the shrub
this is actually a highlight of why i want it though, so it's funny - i want map makers to use a map making program they know how to use, not Godot. Not always the case for everyone, though.
I also wish Godot had an inbuilt solution; the closest I've seen so far is CyclopsBlocks but it is still quite incomplete.
Regardless, thanks for the info, I need to figure out texturing in blender one of these days
Looking forward to whatever this cool map becomes
This is fair, for your project that is actually quite necessary.
The map I'm building right now is more of a test map though.
I haven't really settled on a particular "level set" that I'd use throughout all my maps yet.
This, to me, is reminiscent of Mirror's Edge. It looks amazing so far!
Having just seen everything since then, I'm impressed with the work put in!
Thanks fam 🙏
Love your videos man , looking forward to how you develop this project further
There's this package called "Cyclops Builder" which is being developed to be like Trenchbroom but inside of Godot
https://github.com/blackears/cyclopsLevelBuilder
I tried it out prior to the most recent update. It worked alright, but kept crashing after the level became more complex. Maybe that's been fixed since, but I don't know
Interesting 👀 , I'll take a jab at this
This is cool more people need to see this project to see what can be done 3d wise with godot
@karmic widget https://github.com/Zylann/godot_heightmap_plugin
this thread is back!
oh wait this thread has been alive for quite some time now that im reading it through
i wonder why it didnt show up for me again
I recognize that lens flare shader :O
This looks extremely good.
🤣 Yeah it is a shader from GodotShaders.
Infact almost most of my post processing elements are from GodotShaders
same!
Im 99% sure that the vignette and lensflare shaders are the same ones used in PS o-o
Appreciate it fam
Alright to ask what bad designs specifically
If I remember correctly, there were multiple bool checks when an enum would have been more suitable.
There wasn't any sort of state machine system in the code.
It had a lot of nested if conditions.
Which is fine for a tutorial, he did a good job.
But you'd probably need to clean all that up and make sure it's scalable for later if you're building a bigger game.
That sounds very relatable to how I used to code when I started XD
Project looks cool btw! Been lurking ever since you popped up here
We've all been there fam 
Thanks yo, I haven't been active lately cause of college deadlines, but after that's done I should be able to finish whatever I didn't finish 
Also relatable (but I’m just bad at managing time). Keep up the good work 
||Sorry for the ping :[||
You're all good fam 
bump
Ok the effect at the sides of the screen is insane lol
This is one of my favourite fps controllers that I’ve ever seen
Ahaha thanks yo 
Sorry for the lack of updates, I just started working on the controller again but more focus towards level design to facilitate the parkour mechanics of the controller.
I built a custom csg node that allows you to see the measurements of the CSG blocks along with a nice little reference text.

Nice, looks good
good work
I'm really looking forward to this even if just a tech demo that gets released
It might be a good showcase for what u can do 3d wise in engine
Thanks my dude.
I'll be using this exact controller to make an actual project in Godot that'll probably showcase what's possible in Godot 3d in a full fledged game.
That project is a little ambitious however, so that's why I'm making these little things in this project first 
Sound good
I previously have used Unity, and the game that I'm making right now is actually feasible in Godot (graphics wise). Hence why I chose to lock in with Godot.
Plus godot is open source and progressing fast as a engine
Unity is not and lots of plug in arnt free for unity
I havent watched the video yet but what were the bad design patterns? Been meaning to watch this video
I answered it here
#1158086123889897567 message
Thank you!
Sorry for not being active on this.
Had a lot of college work. (I am on break so I'll be posting more often)
Been working on a dynamic spatial audio system for the controller 
holy moly i love that movement dude
Thanks fam 🫶
Btw dude i love ur videos W content!
You can now wallrun vertically 
Still have to do more polishing to make it feel better.
I have also fixed up some of the previous underlying bugs with vaulting and wallrunning, however some of the movement needs to undergo through proper measurement changes.
They do not respect real measurements which kinda bugs me.
The vertical wallrun however, respects a given height. Currently you can only wallrun vertically by 3m.
🔥 keep cooking dawg
Unintentional feature but you can perform a vertical wallrun on a platform that's low in height and get a huge boost compared to just regular vaulting.
Seems kinda fun to leave in, maybe I'd do some balancing to it.
It's an advanced movement though cause you do need pick up some speed before performing it.
It definitely looks intentional :D
The vertical wallrunning looks good. Really nice btw with the sound of the player coming to a halt at the end of the previous vertical speedrun video
Thanks my dude 
Add a gun..
Looks super good! Looks like it would play super smooth
This is awesome. I'm working on a parkour project right now. This will help so much. Thank you, captain.
can't wait for this to release ! (one day i wanna make a surf movement game like cs source and your project would be a great base)
The subtle camera transitions between movement states are really juicy
Thanks guys 
Sorry for the inactivity guys.
I was working on a graphics video (It's in Godot
)
https://youtu.be/0qNVfTFqUJs
These graphics are not a lie after all.
Grab the controller here: https://github.com/theRealUnd3rdog/Godot_Noshot_Controller
Socials:
Twitter: https://twitter.com/unde3dog
Instagram: https://www.instagram.com/underdogdev/
Discord: https://discord.gg/zH5A3c2MaF
Artstation: https://www.artstation.com/underdogdev
Music:
- Jeremy Blake - Powerup!...
noice.
very neat
Appreciate the support guys. 
The next video might be a new devlog on the controller.
It'll also conclude the end of the entire thing with it being as polished as possible.
look who showed up on my recommended :O
That's crazy @_@
how do you do the camera feedback when you land
i am making a bodycam parkour
also what are the gravity and jump height settings
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?
=
( (k+2) (1 - [wz + h + j - q]^2 - [(gk + 2g + k + 1)(h + j) + h - z]^2 - [16(k + 1)^3(k + 2)(n + 1)^2 + 1 - f^2]^2 -[2n + p + q + z - e]^2 -[e^3(e + 2)(a + 1)^2 + 1 - o^2]^2 -[(a^2 - 1)y^2 + 1 - x^2]^2 -[16r^2y^4(a^2 - 1) + 1 - u^2]^2 -[n + l + v - y]^2 -[(a^2 - 1)l^2 + 1 - m^2]^2 -[ai + k + 1 - l - i]^2 -[((a + u^2(u^2 - a))^2 - 1)(n + 4dy)^2 + 1 - (x + cu)^2]^2 -[p + l(a - n - 1) + b(2an + 2a - n^2 - 2n - 2) - m]^2 -[q + y(a - p - 1) + s(2ap + 2a - p^2 - 2p - 2) - x]^2 -[z + pl(a - p) + t(2ap - p^2 - 1) - pm]^2) - 1) - | (k+2) (1 - [wz + h + j - q]^2 - [(gk + 2g + k + 1)(h + j) + h - z]^2 - [16(k + 1)^3(k + 2)(n + 1)^2 + 1 - f^2]^2 -[2n + p + q + z - e]^2 -[e^3(e + 2)(a + 1)^2 + 1 - o^2]^2 -[(a^2 - 1)y^2 + 1 - x^2]^2 -[16r^2y^4(a^2 - 1) + 1 - u^2]^2 -[n + l + v - y]^2 -[(a^2 - 1)l^2 + 1 - m^2]^2 -[ai + k + 1 - l - i]^2 -[((a + u^2(u^2 - a))^2 - 1)(n + 4dy)^2 + 1 - (x + cu)^2]^2 -[p + l(a - n - 1) + b(2an + 2a - n^2 - 2n - 2) - m]^2 -[q + y(a - p - 1) + s(2ap + 2a - p^2 - 2p - 2) - x]^2 -[z + pl(a - p) + t(2ap - p^2 - 1) - pm]^2) - 1| = 0
Real agebra sum btw
I use my own custom camera shaker and I just offset the the camera on the Y when it lands.
There's also a slight tilt animation on the camera.
Both the shake and the animation play at the same time, the shaker is a parent of the camera animation node, and the camera animation node is a parent of the camera node.
camera effects as separate nodes to the input rotation base 🤝
found that to be such a great and simple way to make them
Some of them are modified (I use audacity and FL studio for this)
But most of them are from Zapsplat. (Some of them are CC0, some of them are attribution required)
ZapSplat - Download free sound effects
The ZapSplat.com Licensing Agreement. This Agreement details how you can use the sound effects obtained through ZaSplat.com
Oh damn, it's been a while, well I haven't abandoned the project, built a custom ladder node and actually made them work.
The custom ladder nodes I built are now climbable. The system works in a way where it climbs one rung at a time.
#Godot #GodotEngine
This is a super polished bit of work, you should be really proud of yourself.
I appreciate it dude 🙏
Hi, it's been a long time.
This is a complete refactor of the whole controller with full body animations. Full official first release will most likely be before the end of May, I will first have to create spare animations of my own as I'm using Mixamo's animations here (just to show y'all that you can add your own animations if you want to)
https://x.com/unde3dog
As always you can follow me on twitter for more updates on this as I post there more often.
