Комментарии:
nice, but how can I 'reproject' the shader??? You could explained that part too!
ОтветитьPLEASE do a tutorial on that last part I cant do any other thing
ОтветитьFor some reason I cannot use the overlay as the render type. Its like greyed out??
ОтветитьIn unity you can actually render 2d games layer by layer so higher priority layer remain top of the other other layes.. So you can do this in to 3d games too.. View mode will get correct lighting information. Just set the view model as UI layer. And lower the sorting than the UI.
ОтветитьDownside: To render a small weapon close to the camera you're near clip plane has to be even lower than it would normally have to be. And the ratio of far clip / near clip is critical for floating point accuracy of the depth buffer. You're effectively limiting your draw distance when you choose this technique, or you're inviting nasty artifacts like z-fighting in shadows. If you're making Silent Hill First Person Edition it's great, if you're trying to make a Battlefield type game you'll run into issues and end up having to use multiple cameras any way.
ОтветитьIn my game I use the one with sepert layers and have listing and shadow as well.
My game is multiplayer game and have the option to play up to 4 player on the same computer so if want to make right I have to use different layers
The way I mange to make the layers are the following I have one layer for showdows and light's one I layer for the weapon I layer for how the enemy Player see you ECT
The on the camera able to see the weapon and showdown and light
So in that way wean the Player is inside I building for example the have shadow for the weapon same wean are on light
This system works perfectly for my case.
Unusual way? This it pretty common and used by A LOT of games since decades.
Ответить>Not many games
sure
The placement of the weapon inside the player-hitbox is my way out of this issue. very easy, no need for big gun either.
Thanks
how do you get the final position of the gun after projecting it? All the transforms will be mismatched? When you cast a ray from the gun it is mismatched because of the projection.
ОтветитьAnimations are probably the best route. I’m always thrown off by ultra realistic skyrim mods, that look great, but everything attached to the character clips through each other. No one seems to be bothered by it though
ОтветитьBrilliant idea, this solved a lot of issues for me!
ОтветитьI wonder, then how some games have accurate reflections of the gun, the character holding it and interactions while gun not clipping in!?
ОтветитьNot unusual at all
ОтветитьThe simplest solutions are usually the best ones. Thanks.
Ответитьhey, I love the idea, but how do you make the hand animations look real for the weapon? I mean the weapon is actually much smaller than the hands are.
ОтветитьThis method is great for like 90% of every FPS ever
Ответитьsome engines, godot being one, you have different lighting layers. so its still recieves from all the lights if you tack off for them all the affect the layer the gun is on. and i dont remember how but having a seperate gun cam in unity never messed with my lighting either.
ОтветитьThe easiest method is now using URP render objects.
Renders last, recieves world lighting, custom FOV supported out of the box.
Fair enough. Decent method...although personally I've found giving the gun itself a hitbox...works fine.
Ответитьi tried doing that in roblox
but then everything broke
Garbaj is a fckn vtuber i whoud never sub this dude
ОтветитьHow to implement this
ОтветитьYou're too quiet. Can you add subtitles to this video? I've been repeating the same sentence over and over and i could't understand anything.
Ответитьyou could just flatten the mesh in camera space to avoid the double camera overheadh by using a vertex displacement shader. Rainbow 6 does it.
ОтветитьA game called Team Fortress 2 renders the viewmodel in the world, but makes it invisible to other players and render over everything. This allows it to have real-time shadows (atleast as much as the source engine allows for) and negates the problem of it clipping through world geometry
ОтветитьI just render it last without depth test, nothing can be drawn on top of it anyway.
ОтветитьBean
Ответитьwhile working with hdrp i used the "scaling it down till its inside the collider" method alot since it doesnt support camera stacking
nice seing someone else using the same weird trick lmao
I actually tried using this in one of my cod zombie "clone" projects and it worked fairly well at the start of development. The only drawback for me was animating at a smaller scale and having the character interact with in-game elements during animations.
Ответитьayyyyy, we love garbaj. that aside this is a really ingenious method! i've never seen this approach to an FPS viewmodel before
Ответитьif ur still having a hard time coming up with a name for the game, maybe try figuring out the story or plot behind it first? it doesn't have to be anything fleshed out obviously, but i think that would help. y'know, like context for why the zombies are there or something, nothing fancy
ОтветитьYooo this method is actually improving the performance of my game! nice
Ответить😎 p̾r̾o̾m̾o̾s̾m̾
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Me: drops phone while watching this
The video: makes Minecraft OG oof sound in the perfect timing
Why are the German soldiers pickles?
Funniest shit I've ever seen.
It's good that there are such talented developers! By the way, your game is similar to the game in Verdun!
ОтветитьOr you can just have it collide with the world geometry in real time using true first person view. It's not that hard to set up considering physics in games is common place now.
I set up my fps gun to knock over geometry on a table if i get close enough. Looks great when your using a sword an can knock stuff over.
I would love to play your game. Can't wait to shoot Pickled Rick in a trench
ОтветитьHey man, how can I get to contact you
ОтветитьI not only saw that video from Garbaj but also saw this one ;) nice video!
ОтветитьI love this game! It looks so cool. I really hope it works out for you. Also here are some suggestions for the game
A campaign would be really cool in this game
The blue aiming square could be upgraded and
You should apply a sprinting mechanic
Thanks for hearing these suggestions and good luck 😊
The yoda meme made me subscribe
Ответитьnot is easy .... but, not is good ... wtf pickles zombie ? .... meee minecraft is best lol
ОтветитьI love your videos please don't stop producing. I really wanna see how this games turns out
Ответитьplease add more specific titles next time. Im really tired of vague titles that provide so little information that I dont even know what the video is going to be about before literally watching it.
ОтветитьJust make it a physics object.
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