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Godot engine 3.2 rooms and portals module tutorial

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Дата загрузки:
03.12.2023 11:46
Длительность:
00:06:26
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Видеоигры

Описание

This is a short tutorial for my simplified rewritten rooms and portals module for Godot Engine 3.2, it is now called 'cyclops'.
https://github.com/lawnjelly/godot-cyclops

*Note* I am now writing a core version to be potentially included in the main Godot build. This will supercede cyclops, as this allows a far greater range of techniques compared to a third party module. However feel free to get started using cyclops in the meantime, the principles are the same and they should mostly be compatible.

Cyclops is specialised to baked light (lightmaps) only - ideal for first person shooters and similar games. If you need dynamic light support have a look at lportal, my previous version. Cyclops is intended to be easier to use, nearly everything can be done from the Godot editor UI, rather than script.

This video assumes an understanding of portals. For a beginner introduction to using portals for occlusion culling see this video:
https://www.youtube.com/watch?v=8xgb-ZcZV9s

This tutorial covers making 2 basic rooms, and setting up a portal so that a camera can see between the 2 rooms.

0.03 - create scene root node
0.15 - add LRoomManager node
0.22 - add Spatial to hold the rooms
0.29 - add Spatial named 'room_lounge'
0.40 - add floor
1.10 - add walls
2.40 - add a box
3.20 - duplicate the room to make `room_kitchen`
4.04 - add a plane to make make a portal between the two rooms
4.57 - add a camera
5.19 - assign the roomlist and the camera in the LRoomManager
5.30 - click `convert rooms` to create LRooms and LPortals
5.39 - activate the visibility system
5.45 - rotate and move the camera to test

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