Vazgriz
Vazgriz
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Video

Announcing Double Flash Studios
zhlédnutí 2KPřed 11 měsíci
Double Flash Studios is my new game development studio
Flight Simulator in Unity3D: Weapons and AI (Part 3)
zhlédnutí 9KPřed 11 měsíci
This video adds weapons and AI to flight sim we've been developing on this channel. See the first two parts: czcams.com/video/7vAHo2B1zLc/video.html czcams.com/video/G5eDm5w5yco/video.html Original blog post: vazgriz.com/503/creating-a-flight-simulator-in-unity3d-part-3/ Github: github.com/vazgriz/FlightSim itch.io demo: vazgriz.itch.io/flight-sim-part-3 itch.io Synty Combat: vazgriz.itch.io/sy...
Synty Combat - Synty Game Jam 2023
zhlédnutí 2,1KPřed rokem
This game was made for the Synty Studios game jam. Most art assets are made by Synty. The code is largely based on the flight sim series I've been publishing on this channel. Play it on itch.io: vazgriz.itch.io/synty-combat
Flight Simulator in Unity3D: HUD (Part 2)
zhlédnutí 11KPřed rokem
This video covers the animation system and HUD of the flight simulator Make sure you watch Part 1 first: czcams.com/video/7vAHo2B1zLc/video.html Original blog post: vazgriz.com/467/flight-simulator-in-unity3d-part-2/ Github: github.com/vazgriz/FlightSim itch.io: vazgriz.itch.io/flight-sim-part-2 0:00 Intro 0:19 Animation 2:03 Camera 4:51 Heads Up Display 7:04 HUD Implementation 11:36 Conclusion...
MiG-23 Test Flight
zhlédnutí 3,4KPřed rokem
MiG-23 Test Flight
Creating a Flight Simulator in Unity3D (Part 1)
zhlédnutí 72KPřed rokem
Creating a Flight Simulator in Unity3D (Part 1)
PID Controllers in Unity3D
zhlédnutí 80KPřed 2 lety
PID Controllers in Unity3D
Procedurally Generated 3D Dungeons
zhlédnutí 270KPřed 2 lety
Procedurally Generated 3D Dungeons
Tank combat demo
zhlédnutí 2,7KPřed 2 lety
Tank combat demo
Tank driving and shooting
zhlédnutí 1,4KPřed 2 lety
Tank driving and shooting
Drawing Mushrooms with Vulkan (Warning: Loud audio)
zhlédnutí 8KPřed 2 lety
Drawing Mushrooms with Vulkan (Warning: Loud audio)
Flight Sim AI Dogfight
zhlédnutí 3,7KPřed 3 lety
Flight Sim AI Dogfight
MiG-21 Takeoff
zhlédnutí 1,1KPřed 3 lety
MiG-21 Takeoff
Flight Sim Demo
zhlédnutí 4,2KPřed 3 lety
Flight Sim Demo
Exploring a procedurally generated dungeon in 3D
zhlédnutí 5KPřed 4 lety
Exploring a procedurally generated dungeon in 3D
Exploring a procedurally generated dungeon in 2D
zhlédnutí 4,9KPřed 4 lety
Exploring a procedurally generated dungeon in 2D

Komentáře

  • @CFL.
    @CFL. Před 6 hodinami

    Do you generate cubes and connect them with each other?

  • @MinhLuong1006
    @MinhLuong1006 Před 2 dny

    Can you do tutorial videos about the tank you uploaded on CZcams?

  • @KucheKlizma
    @KucheKlizma Před 3 dny

    That's an interesting approach, it differs a lot from the commol voxel engine approach to generate the hallways/staircases first (aka like minecraft cave system) then automatically add the room tiles afterwards in spaces that match given criteria.

  • @RogueBeatsARG
    @RogueBeatsARG Před 5 dny

    Could you make the missiles lock inside the Circle? like the Seekerhead looking limits? or you doing it Ace Combat style?

  • @RogueBeatsARG
    @RogueBeatsARG Před 5 dny

    THIS IS WHAT I NEED, a More Realistic Physics, Ace Combat, people think doing Cobras on AC is fun but doing a Cobra in a more realistic game is satisfiying as fuck

  • @nightfox6738
    @nightfox6738 Před 7 dny

    This makes incredibly natural and clean looking layouts for a procedural algorithm! Excellent work. How did you handle the hallways that failed to pathfind? Are you guaranteed to still have some path through the dungeon to get from any one room to any other room or are there potentially breaks that split the dungeon?

  • @datwolfe3512
    @datwolfe3512 Před 7 dny

    Im very new to programming so this is a dumb question but how wpuld i go about making my code remember it's route like you did with the A*

  • @Burbun
    @Burbun Před 9 dny

    As someone looking to make physics games, I'm gonna get a lot of use from this

  • @Rayaabban
    @Rayaabban Před 13 dny

    so cool

  • @skeleton_craftGaming
    @skeleton_craftGaming Před 14 dny

    Managing expectations is a good thing. I guess. Not going to lie. It made me subscribe

  • @danilomitrovic3954
    @danilomitrovic3954 Před 14 dny

    You shouldve researched math that is used on architecture. By using modulor you are able to define an exact 3d grid that would remove any possibilities of unused connections. That way using a restriction on first step it will generate less headache down the path.

  • @og_skullkid1387
    @og_skullkid1387 Před 14 dny

    Implement this into an ARPG looter dungeon crawler in VR. Would be INSANE!

  • @olleicua
    @olleicua Před 15 dny

    "dont get your hopes up" best CTA ever

  • @azncore5444
    @azncore5444 Před 18 dny

    Yeah everything is cool etc and it's just a showcase, but why tf you would put moments where you somehow put walls/floor etc. from asset and just don't explain how it works, literally just showed and said "oh nmhmmh i can't show how cause I bought this assets' so just fkin show how you made it, no one needs your lowpoly shit

  • @nopenope6530
    @nopenope6530 Před 19 dny

    background music is to loud compared to narration, it would be better without music at all.

  • @Achyirah
    @Achyirah Před 19 dny

    The format of this video reminds me of those osint people.

  • @jappleng8283
    @jappleng8283 Před 20 dny

    Me: I think i want to make a 3D random dungeon in unreal just for fun. All I will need to do is create a bunch of rooms, create a grid, assign door locations, connect them (snap in place), make elevation using Z-axis grids and connect both using a connector room then just use some something to randomize the rooms and done! Also Me: Sweet jeebus what is going on? This is a lot more complex than expected! I'll never figure this out. CZcams: I have read your thoughts and have brought you a holy relic.....

  • @dante7430
    @dante7430 Před 20 dny

    how long did it take you to learn Delaunay Triangulation bcs damn my brain hurt lol

  • @kv1293
    @kv1293 Před 21 dnem

    @Vazgriz Just wanted to let you know that I followed your guide loosely and was able to get a proper level generation system up and running! I already had a prototype for my gameplay and plan to continue working on my 3rd person ARPG roguelike.

  • @liamlahmann3348
    @liamlahmann3348 Před 21 dnem

    If you like this video and want to see more like it, dont get your hopes up 💀💀💀

  • @mohannadrababah757
    @mohannadrababah757 Před 27 dny

    nigga who will dislike this video ! it's literally the best explanation for the PID controller ! thank you so much

  • @torgo_
    @torgo_ Před 28 dny

    I have a tiny peanut brain and don't understand any of this however, would it be possible to use this in Godot?

  • @xomvoid_akaluchiru_987

    As you said at the end it's a good base for dungeon generation, my brain was already flying through different tweaks and addition rules I would add so that the starting rooms, boss rooms, shops, or whatever special rooms would all be paced properly, as to not rush with one connection between the start and end of the dungeon. Whatever you end up making be sure to at least show the finished project! And as a final note, this reminded me of this indie title called Necropolis that has 3D procedural dungeons, it's system was not the most polished, and the game itself has a lot of issues just in the design choices, but I can't believe I never inquired as to how the generation works before now!

  • @wuketuke6601
    @wuketuke6601 Před měsícem

    If you used mst, you could have skipped delaunay triangualtion, and the result would be the same

  • @Firebend11
    @Firebend11 Před měsícem

    8:32 how do you add specific keybinds for the throttle?

  • @Firebend11
    @Firebend11 Před měsícem

    0:42 dcs also has insane storage space for my tiny ass laptop

  • @adityawalimbe4800
    @adityawalimbe4800 Před měsícem

    when drag=thrust plane falls like a brick

  • @kv1293
    @kv1293 Před měsícem

    Hey @vazgriz, not sure if you monitor this channel any more, but I'd like to see your blog post (link no longer works). Is this documented in detail anywhere else? I have a project I am working on and would like to leverage your lessons learned but can't really find a way to contact you.

    • @Vazgriz
      @Vazgriz Před měsícem

      Oops. I fixed the website. Thanks for letting me know

    • @kv1293
      @kv1293 Před měsícem

      @@Vazgriz Working on implementing this in Unreal now, wish me luck! Your blog post helps a lot for understand the way you went about it. I have a game design that I've thought out for quite a long time and think this dungeon gen algorithm should work great for the dungeon gen aspect of the game.

  • @V0LAT1LE_
    @V0LAT1LE_ Před měsícem

    Can you make a follow up video about the 3D procedural dungeon generation on how to place assets?

  • @randomdude5634
    @randomdude5634 Před měsícem

    great vid man :D :)

  • @GreekRussian367
    @GreekRussian367 Před 2 měsíci

    Im having the problem that I was going to change the input to mouse and keyboard, and I changed it all in the "PlayerInput", but it does not work, I tried to debug it but nothings working. Is it using a different input system? help.

  • @user-wq3ps3bv7l
    @user-wq3ps3bv7l Před 2 měsíci

    this generation is useless bull shit

  • @user-gj2op6bv6v
    @user-gj2op6bv6v Před 2 měsíci

    Can you explain the actual meaning of "step5.pathfind hallways"? Does that technique makes the cycle manually and randomly?

  • @TheOfficalCorrieR2
    @TheOfficalCorrieR2 Před 2 měsíci

    @Vazgriz How do I land the plane? it keeps crashing.

  • @williamliao4829
    @williamliao4829 Před 2 měsíci

    "I won't explain why the function matches because I don't understand" gods thats such a perfect microcosm of how it feels to code

  • @mrpotato8196
    @mrpotato8196 Před 2 měsíci

    The Scale6 function is a really nice idea, I can see myself using it for other things too :) *For those whose plane refuses to leave the ground:* My plane refused to get off the ground since aoa = 0 hence CL = 0 and lift = 0, so I had to add an angle of incidence (set by user in degrees, converted to radians) to the angle of attack, this will also make the simulation more realistic since most planes have their wings rotated slightly backwards This is a really nice video explaining angle of incidence: czcams.com/video/AUmL8mIUxyc/video.html

  • @epich307
    @epich307 Před 2 měsíci

    where were this tutorial when I needed?

  • @flamshiz
    @flamshiz Před 2 měsíci

    is there a way to make the behavior predictable? could you make the randomizer run from a seed that would always produce the same dungeon given the same inputs?

  • @reverse1895
    @reverse1895 Před 2 měsíci

    does this still work? I tried downloading the project but the prefabs dont work and same with the terrain

    • @Vazgriz
      @Vazgriz Před 2 měsíci

      Did you download it with Git LFS?

    • @reverse1895
      @reverse1895 Před 2 měsíci

      @@Vazgriz no i didn't how do i do that edit: Nevermind i got it

  • @DjblackgameBlackgamers
    @DjblackgameBlackgamers Před 2 měsíci

    I'm trying to remake this on UE5 but nothing works on UE someone can help?

  • @zachbaritell115
    @zachbaritell115 Před 2 měsíci

    This may be a long shot, but does anyone know why my delauney would be generating longer lines than it should be?

  • @joshuasteward6672
    @joshuasteward6672 Před 2 měsíci

    When turning, shouldn't the nose of the craft experience a force pushing it back towards the direction of movement? Currently it seems as if when I nose up and then let off the controls, the nose "sticks" where I left it, whereas it seems as if other flight games model how air resistance exerts a force on the plane so that it turns back in the direction it is headed. I'm probably not explaining it super well, but I was wondering how to implement this in my own project.

    • @Vazgriz
      @Vazgriz Před 2 měsíci

      You're right, there should be a force like that. That's the stability force that real planes experience. A simple way to model it is by applying a torque that multiplies with AOA. I did not include it in my simulation for simplicity. The way the plane behaves is like a plane with neutral stability (holds nose attitude). A more realistic behavior would be to have positive stability (nose pulled towards velocity vector).

  • @RelativeStrengthFit
    @RelativeStrengthFit Před 3 měsíci

    Perfect

  • @bluner94
    @bluner94 Před 3 měsíci

    Can you make 3d tank controller tutorial?

  • @daxmiller2670
    @daxmiller2670 Před 3 měsíci

    is this able to translate to unreal engine ?

  • @floppa2290
    @floppa2290 Před 3 měsíci

    a BIG thank you, man! your code really helped me whith my own generator

  • @valentinstudio3334
    @valentinstudio3334 Před 3 měsíci

    One downside though, I seem to be able to go straight up, and after around 3 minutes of climbing I'm still going at 85% of my max speed and it's not going any lower In reality you could not climb completely vertically for an infinite amount of time, you would lose a lot of velocity very fast

  • @MrZtapp
    @MrZtapp Před 3 měsíci

    Great tut, thanks.

  • @mercuryon8608
    @mercuryon8608 Před 4 měsíci

    I had in mind to make a game with a randomly generated dungeon but now I realise that it's not time yet for this XD Great video!

  • @TheDarkDima
    @TheDarkDima Před 4 měsíci

    Kinda cool. I love the last sentence, "If you like this video and want to see more like it don't get your hopes up." XD