Eric

Eric

@3deric.bsky.social

pushing nodes, polygons and the espresso-button https://www.artstation.com/ericschubert3d http://youtube.com/@3d_eric http://mas.to/@3d_eric http://3deric.gumroad.com

290 followers116 following254 posts

Pinned

Current state of my character editor and the player controller. Implemented the fall-detection-logic and a first working ragdoll. #godot #godotengine #gamedev #indiegame

Glitches are fine. Trying to implement a 'Active Ragdoll' based on a existing godot repo. Still a long way to go :D. #godot #gamedev #indiegame #coding

Implemented saving and loading of character customization data. Next step, create a nice looking level for the game. #godot #gamedev #indiegame #coding

Loading only works partially right now. The json data is loaded and my CharacterData-object is created. But all int and float values are loaded as strings. I need to fix this.

Refactoring my character customization system. Mostly removing a lot of redundant lines of code. #godot #gamedev #indiegame #coding

The trick execution of my godot skateboarding game is based on a input buffer. A trick is based on a combination of predefined inputs. Each skate trick calculates the points while its executed. #godot #gamedev #indiegame #coding

Eric reposted

For this week's car, we're coming back to the old continent with the Micro Potter S 🧐 This is the first front-wheel-drive car of the roster and it will have strong repercutions on the gameplay as this game is VERY MUCH drift oriented. Stay tuned for gameplay. #ScreenshotSaturday #gamedev #indiedev

Made some progress with my raspberry pi dashboard. The whole dashboard is now based on custom tkinter and has a tabbed view. I want to implement a weather graph for the next 24 hours too. #coding #python #raspberrypi #development

Lets see how my playercontroller handles this. :D The edges of the looping are defined as grindable rails, i dont think it will work. #godot #gamedev #blender #b3d #indiegame

Eric reposted

Check this out. The loop rotating the hypercube never stops. Edit a method body and BLIT386 swaps it into the running game – ticks, camera, palette, palette effects all survive the swap. Only touching init() or the constructor forces a re-init, otherwise this gets hot-reloaded. #gamedev #hotreload

Started to refactor the player controller of my godot-skateboarding-game again. The logic of each character state is now handled by its own node. Because of this, the main player controller went down from 600 to 200 lines of code and it feels more stable. #godot #gamedev #indiegame

Implemented scene loading and a persistent main menu. The player needs to be initialized based on the scenes spawn point and the main menu requires a different camera. But its slowly taking shape. #godot #gamedev #indiegame

Made some progress with my procedural quarterpipe generator. It generates a visual mesh, collision geometries (wall, pipe, floor), grindable edges as polylines. My export script splits all geometries, adds godot suffixes and saves everything as gltf. #godot #gamedev #blender #b3d #procedural

Added rigidbody collisions to my player controller. :) Rbds are on a seperate collision layer and are affected by a area3d that is attached to the character controller. #godot #gamedev #indiegame #skateboarding

Spend the last 2 hours on debugging shapecast collisions, because i had a bug. Just to find out that it was a classic layer 8 error. I Created this bug by enabling and disabling the shapecast node. This caused the target to somehow get stuck at the previous location. #godot #gamedev #indiegame

I was wondering why i couldnt access bluesky through my own vpn and home network. Someone added bluesky and all related domains to one of the pihole blocklists that i use...

Added multiple astar-agents to my pacman clone in godot. The agents avoid each other. Next step is player movement and the main game logic. #godot #gamedev

Current state of my skateboarding game. I added a trick controller. It can play different trick animations, calculate points and accumulate combos. Level assets are im/exported with my new gltf import script from blender. And the characters have helmets! #godot #gamedev #indiegame #b3d #blender

I have a input buffer which keeps the last four inputs for a short period of time. Tricks are executed based on this buffer. Tricks which require more inputs have a higher priority. Tricks can only be executed from specific player states. #godot #gamedev

My old animation tree was quite complicated. I had different subtrees for air, grind, lip, ground and idle movement. This made it very hard to implement trick animations. I have two trick states, this allows smooth blending. #godot #gamedev

Made some progress with my procedural halfpipe/ quarterpipe generator in blender. Collision shapes and rails are done. Now i need to focus on the visible mesh and uvs. #blender #b3d #gamedev #godot #indiegame #geometrynodes

Started to work on a procedural setup to create halfpipes for my godot skateboarding game. I already made a export addon which exports all required collider meshes and polylines for the grindable areas :). #blender #b3d #geometrynodes #gamedev #godot

Started to build some assets for a skatepark. I try to put everything into a geonodes setup. Red areas are visual indicators of grindable surfaces. #b3d #blender #godotengine #gamedev

Implemented helmets and glasses for the character customization. Some of the cloth meshes are based on highres metahuman clothes. Helmts and other things are modeled in Blender. #godot #gamedev #indiegame #blender #b3d

Revisiting my character ragdoll. I had to create it from scratch for the new rigify skeleton. Totally forgot how i did the physical skeleton setup 1 year ago. At least it gives me some funny glitches. #godot #gamedev #indiegame

Everything works, I was not expecting quick results on this task. All done with one gltf-file drag and drop. The red elements are csg objects used for collision detection of rails and halfpipes. The underlying paths are used for grind and halfpipe movement. #godot #gamedev #indiegame #b3d #blender

My new import script is making progress. I can import skatepark assets from blender into godot with no effort. It is based on the EditorScenePostImport-class. I get automated group assignments for the different colliders and curves for the grindable edges. #godot #gamedev #blender #b3d #indiegame

Today i learned that #godot has name suffixes to handle collision mesh creation. docs.godotengine.org/en/4.4/tutor... I used a custom script til now to generate those on import, but it resulted in duplicated meshes in the scene. The import with suffixes is so much cleaner. #gamedev #indiegame

Finally found some time to bake down the new helmet meshes for my godot skateboarding game. Started to refactor the whole character modification system. When this is done i can merge this branch with my optimized character controller. #godot #gamedev #indiegame #blender #b3d #3dart

Eric reposted

Progress on my s&box game! 🛩️ Impressed on how solid of a game engine it already feels. There's really neat stuff that others need to implement asap, like just hitting F6 to record footage... Will release April 28th, together with s&box itself