Godot Dragonbones is a custom Godot engine build with the godot_dragonbones module that I am maintaining and distributing. It provides full-featured, 2D Skeletal animation support for the DragonBones API; a free, open source alternative to Spine: 2D Skeletal Animation.
In this lesson, we're going to create our vertex and index Vulkan buffers in order to easily create objects on the GPU for future rendering. By the end of this video, you'll have the ability to upload arbitrary mesh data to the GPU and render it on screen.
We're going to be removing the triangle from our Vulkan renderer, abstract our file system layer a little bit, and by the end have two differently colored triangles.
Github repository: https://github.com/mauville-technologies/youtube-engine/commit/7d1494b9c2bb89cb182e4a175f420add59287b15
Appreciate the content? Show your appreciation here: https://paypal.me/ozzadar
Chapters:
00:00:00 Intro
00:00:50 Adding Vulkan Memory Allocator dependency
00:04:27 Describing the desired interface
00:15:04 Creating Vertex/Index Buffer abstract classes
00:19:51 Creating Vertex data type
00:22:00 Filling Vertex data from shaders
00:24:40 Renderer Implementation for Vulkan
00:26:21 Vertex/Index Buffers Vulkan implementation 01
00:42:15 Creating Vulkan Memory Allocator
00:49:17 Vertex/Index Buffers Vulkan implementation 02
01:15:26 Updating vertex shader source
01:18:41 Silencing VMA clang warnings
01:20:04 Creating Vulkan Vertex Bindings and Attributes
01:33:27 BONUS: updating vk-bootstrap dependency
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https://www.youtube.com/watch?v=P0y4qy8molw
In this lesson, we're going to make a few adjustments to the codebase in order to compile and run our Vulkan renderer on Mac OSX using MoltenVK.
This will complete the process for ensuring that the engine runs on all three desktop platforms: Windows, OS X and Linux.
Join me next time when we create our shader abstraction and start doing a lot more interesting things!
Github repository: https://github.com/mauville-technologies/youtube-engine/commit/aa403f2a9858329747d490d880665f19fbc3995d
Appreciate the content? Show your appreication here: https://paypal.me/ozzadar
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https://www.youtube.com/watch?v=OsaHRUW-uYI
Easy Character Customization in Godot using slot swapping -- now supported on development branches of Godot Dragonbones.
This feature and many bugfixes are planned for upcoming release 3.2.51
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Godot Dragonbones is a custom Godot engine build with the godot_dragonbones module that I am maintaining and distributing. It provides full-featured, 2D Skeletal animation support for the DragonBones API; a free, open source alternative to Spine: 2D Skeletal Animation.
GET GODOT DRAGONBONES HERE:
Free 2d skeletal animation in Godot for all major platforms!
http://godotdragonbones.com
If you're interested in using this in your projects but would like more guidance, leave a comment letting me know what you'd like me to explain next.
Quickest way to get a hold of me is to join my discord here:
https://discord.gg/bXMkFsg
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https://www.youtube.com/watch?v=-Vq6ZRhEM-k
In this lesson, I guide you through using c ++ function pointer and lambdas to store and invoke callbacks from anywhere in your applications.
This is demonstrated through a mock Input Manager that you might find in a game engine implementation.
We start off by mocking out the manager, support accepting c ++ function pointers and then enhancing the class to accept a wider set of functions using std::function and lambdas.
Professional C++ by Marc Gregoire: https://amzn.to/3h4HGmW
Chapters:
0:00 Intro
1:10 Designing the implementation
3:25 Creating the InputManager class
6:10 C Function Pointer
7:54 Continuing InputManager Implementation
11:15 Demonstrating Callbacks (Function Pointer)
15:20 std::function
16:50 std::bind - Binding object member function
23:45 C++ Lambdas (introduction, templates, auto)
31:45 Bound Lambdas (capturing `this`)
34:01 BONUS -- Blocking Input layers
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Godot Dragonbones is a custom Godot engine build with the godot_dragonbones module that I am maintaining and distributing. It provides full-featured, 2D Skeletal animation support for the DragonBones API; a free, open source alternative to Spine: 2D Skeletal Animation.
PLEASE SUBSCRIBE!
https://cutt.ly/zdCef9v
JOIN OUR DISCORD:
https://discord.gg/bXMkFsg
DONATE HERE:
https://cutt.ly/zdCnvmj
GET GODOT DRAGONBONES HERE (Windows, Linux, Mac):
http://godotdragonbones.com
Godot-Dragonbones module included with this build of engine:
https://github.com/mauville-technologies/godot-dragonbones
If you're interested in using this in your projects but would like more guidance, leave a comment letting me know what you'd like me to explain next.
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https://www.youtube.com/watch?v=Dq4-GaCoFUI
Godot Dragonbone 3.2.52 has been released! In this version, you can use nested animations, manipulate slots directly and use Inverse Kinematics to add dynamics to your animations!
Demo project: https://mauville-technologies.github.io/godot_dragonbones_tutorial/
Chapters:
0:00 Intro
0:27 Changes From 3.2.51
3:34 Streamlined API
6:17 Bone Manipulation
7:53 Inverse Kinematics
10:43 Nested Animations
___
Godot Dragonbones is a custom Godot engine build with the godot_dragonbones module that I am maintaining and distributing. It provides full-featured, 2D Skeletal animation support for the DragonBones API; a free, open source alternative to Spine: 2D Skeletal Animation.
PLEASE SUBSCRIBE!
https://cutt.ly/zdCef9v
JOIN OUR DISCORD:
https://discord.gg/bXMkFsg
DONATE HERE:
https://cutt.ly/zdCnvmj
GET GODOT DRAGONBONES HERE (Windows, Linux, Mac):
http://godotdragonbones.com
Godot-Dragonbones module included with this build of engine:
https://github.com/mauville-technologies/godot-dragonbones
If you're interested in using this in your projects but would like more guidance, leave a comment letting me know what you'd like me to explain next.
#godot #indiegame #gamedev
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https://www.youtube.com/watch?v=qUPBceXtIDM
C++ 2021 comes with the exciting inclusion of modules, this is a tutorial for that!
Due to toolchain limitations, Visual Studio seems to be the best option for getting our feet wet with modules in C++. Follow along this tutorial to learn how!
If you're interested in acquiring reference material referenced throughout this course, please check:
Professional C++ by Marc Gregoire: https://amzn.to/3hxdqCY
C++ Concurrency In Action by Anthony Williams: https://amzn.to/3yjOVPy
0:00 Introduction
1:20 Setup
2:45 Project Setup
4:00 Create First File
5:35 First Module
12:15 Export All The Things!
___
Godot Dragonbones is a custom Godot engine build with the godot_dragonbones module that I am maintaining and distributing. It provides full-featured, 2D Skeletal animation support for the DragonBones API; a free, open source alternative to Spine: 2D Skeletal Animation.
PLEASE SUBSCRIBE!
https://cutt.ly/zdCef9v
JOIN OUR DISCORD:
https://discord.gg/bXMkFsg
DONATE HERE:
https://cutt.ly/zdCnvmj
GET GODOT DRAGONBONES HERE (Windows, Linux, Mac):
http://godotdragonbones.com
Godot-Dragonbones module included with this build of engine:
https://github.com/mauville-technologies/godot-dragonbones
If you're interested in using this in your projects but would like more guidance, leave a comment letting me know what you'd like me to explain next.
...
https://www.youtube.com/watch?v=qeW9sUu3adA
In this video we'll be setting up the components of our HUD and spawning our HUD Objects into the world.
In Part 2, we'll be making the HUD interactive with our LeapMotion controller.
Unfortunately, this video is much longer than I wanted it to be so needs to be in 2 parts.
Link to tutorial files: http://ozzadar.com/youtube/Interaction.zip
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Disclaimer: You will want to have watched my Getting Started with LeapMotion in Unreal Engine video to understand the setting up at the beginning of the video.
Link: https://www.youtube.com/watch?v=fmtBQzD7ZFE
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Twitter: @ozzadar
http://ozzadar.com
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https://www.youtube.com/watch?v=v225-jA1yX4