Summary
The second entry with a proper blog entry and a very new exciting project: Winter Tales.
The main goals were to create and export a windows exe of a 3rd person game, playable with mouse/keyboard or controller.
3rd Person Essentials
This update focused a lot on having a decent character controller that is configurable and extendable.
AreaCaster
This new Caster is different than
the MultiRayCaster.
It uses a collider instead of multiple raycasts. Used by Pointer
to point at game objects.
GameObjectGameObject3D
Although scenes are nice, having a root class or entity (that is not the physics component) was missing for me.
They have some default properties that can be setup (like origin/pivot node3D or physics root) and have some editor
functions like hiding children, centering on children or pivot on floor.
GroundingGroundingType
The grounding replaces Godot's physicsbody3D onFloor. It was not reliable enough for some features like stepping.
The first and only implementing type is DownGroundingType,
which allows to use a ray to detect grounding.
GravityGravityStrength
The updated gravity has now a configurable strength, which can be used to define the physical force with different
types and additionally a different strength when falling:
EarthGravityStrengthusing earth gravity with a multiplier
HeightDurationGravityStrengthcomputing gravity through height and duration of a jump
ReferencedGravityStrengthreferencing another strength with a multiplier, useful for relative falling strength
RawGravityStrengthfor putting the force directly
JumpJumpStrength
Similar and to match gravity, jumps can now be defined by configurable strengths:
HumanJumpStrength using typical human strength with a multiplier
HeightBasedJumpStrengthcomputing the strength with gravity to reach a height
HeightDurationJumpStrengthcomputing the strength through height and duration of a jump
RawJumpStrengthfor putting the force directly
MoveAndSlide
MoveAndSlide now has a stepping function, which allows to ignore small steps when moving forward.
Wipes
Wipes were reworked as compositor effects (and the old prototypes removed). Now multiple wipes can be used to create transitions.
WipeEffectBaseWipeEffect
Wipe effects are standardized as fx that can be played forwards and backwards by using its state from 0 to 1.
Base wipe effects are wipe that use a color gradient for the state and blendmodes:
CircleWipeclassic circle wipe from a center
DirectionalWipefrom one direction (or additionally the opposite, too)
NoiseWipeuses perlin to blend the wipe
InOutWipecan be used to use two different wipes for in/out
Flares
Finally the flares, that I already showed on social media are now included in the library.
You can find them inside the library in res://.../Runtime/Shading/Shaders/Flares/EllipseFlare
Also the build process of the docs was fixed, since we now are way above 1000 classes in the Rokojori Action Library, which was a security limit before.
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