little mathematic puzzle: how to compute panning and tiling angle of a camera automatically, knowing the field of view of a game engine camera can be locked vertically or horizontally?
you spend some hours on it, you learn about Hor+ and Vert- and you finally see the light :)
#godotengine #gamedev #math #projection #geometry
a comprehensive guide to extract data from #unity3d #games
cool article about character animation and direction matching: https://theorangeduck.com/page/code-vs-data-driven-displacement
#dev #gamedev #animation #bone
boids now have a bit more variation in their behaviour: when they step on the big white plane, they redirect to towards the goal, hang or climb on it, and go back to being just boids - this is done by temporarily converting boids into classical mesh and put them back once done
The small flickering at the end must be fixed...
#godotengine #gamedev #simulation #supporter #football #turba
Quick demo of the integration of #ffmpeg in #godotengine : the player is fully multi-threaded (even the texture upload in gpu), meaning that reading the video has nearly no impact on the framerate of the game.
I've published a build including the player here: https://polymorphcool.itch.io/pozzo
I've tested it on windows and linux, it runs smoothly. Post issues here https://gitlab.com/polymorphcool/godot-ffmpeg or here https://gitlab.com/polymorphcool/pozzo if it's not working :)
#gamedev #libre #video #dev
i've finished the integration of #ffplay in #godotengine yesterday: C to C++ is really tricky, i kept the "goto" statements even if it's not good practice in c++. Result is really cool: the code is really efficient at managing the decompression and the display simultaneously!
And thanks to the #HAP codec that uses RGB and RGBA color spaces, the conversion of frames to textures is as fast as it can without hardware acceleration.
#gamedev #dev #gpl #video
just managed to cross-compile godot & #ffmpeg for windows!
quite tricky: compilers must be identical when i generate the static version of ffmpeg and when i build godot - hopefully, #mingw generates a lot of info helping a lot
it's not yet functional, but the hardest part is solved!
(idea here is to support any kind of video format in the engine)
#gamedev #gameengine #godotengine #libre #video #gpl
visualisation of the interpolation to be done in the animation shader i'm building: depending on the speed and the orientation of the motion compared to the forward vector of the avatar, different animations must be interpolated. The color represent ID's.
Maybe it's not super clear without motion...
#gamedev #godot #animation #shader #datavisualisation
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