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Vazgriz
United States
Registrace 22. 03. 2018
Blog: vazgriz.com
Twitter: _vazgriz
Twitter: _vazgriz
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...
Creating a Flight Simulator in Unity3D (Part 1)
zhlédnutí 72KPřed rokem
Creating a Flight Simulator in Unity3D (Part 1)
Drawing Mushrooms with Vulkan (Warning: Loud audio)
zhlédnutí 8KPřed 2 lety
Drawing Mushrooms with Vulkan (Warning: Loud audio)
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
Do you generate cubes and connect them with each other?
Can you do tutorial videos about the tank you uploaded on CZcams?
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.
Could you make the missiles lock inside the Circle? like the Seekerhead looking limits? or you doing it Ace Combat style?
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
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?
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*
As someone looking to make physics games, I'm gonna get a lot of use from this
so cool
Managing expectations is a good thing. I guess. Not going to lie. It made me subscribe
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.
Implement this into an ARPG looter dungeon crawler in VR. Would be INSANE!
"dont get your hopes up" best CTA ever
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
background music is to loud compared to narration, it would be better without music at all.
The format of this video reminds me of those osint people.
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.....
how long did it take you to learn Delaunay Triangulation bcs damn my brain hurt lol
@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.
If you like this video and want to see more like it, dont get your hopes up 💀💀💀
nigga who will dislike this video ! it's literally the best explanation for the PID controller ! thank you so much
I have a tiny peanut brain and don't understand any of this however, would it be possible to use this in Godot?
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!
If you used mst, you could have skipped delaunay triangualtion, and the result would be the same
8:32 how do you add specific keybinds for the throttle?
0:42 dcs also has insane storage space for my tiny ass laptop
when drag=thrust plane falls like a brick
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.
Oops. I fixed the website. Thanks for letting me know
@@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.
Can you make a follow up video about the 3D procedural dungeon generation on how to place assets?
great vid man :D :)
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.
this generation is useless bull shit
Can you explain the actual meaning of "step5.pathfind hallways"? Does that technique makes the cycle manually and randomly?
@Vazgriz How do I land the plane? it keeps crashing.
"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
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
where were this tutorial when I needed?
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?
does this still work? I tried downloading the project but the prefabs dont work and same with the terrain
Did you download it with Git LFS?
@@Vazgriz no i didn't how do i do that edit: Nevermind i got it
I'm trying to remake this on UE5 but nothing works on UE someone can help?
This may be a long shot, but does anyone know why my delauney would be generating longer lines than it should be?
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.
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).
Perfect
Can you make 3d tank controller tutorial?
is this able to translate to unreal engine ?
a BIG thank you, man! your code really helped me whith my own generator
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
Great tut, thanks.
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!
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