this post was submitted on 30 Jul 2024
36 points (100.0% liked)
Godot
5913 readers
1 users here now
Welcome to the programming.dev Godot community!
This is a place where you can discuss about anything relating to the Godot game engine. Feel free to ask questions, post tutorials, show off your godot game, etc.
Make sure to follow the Godot CoC while chatting
We have a matrix room that can be used for chatting with other members of the community here
Links
Other Communities
- [email protected]
- [email protected]
- [email protected]
- [email protected]
- [email protected]
- [email protected]
- [email protected]
Rules
- Posts need to be in english
- Posts with explicit content must be tagged with nsfw
- We do not condone harassment inside the community as well as trolling or equivalent behaviour
- Do not post illegal materials or post things encouraging actions such as pirating games
We have a four strike system in this community where you get warned the first time you break a rule, then given a week ban, then given a year ban, then a permanent ban. Certain actions may bypass this and go straight to permanent ban if severe enough and done with malicious intent
Wormhole
Credits
- The icon is a modified version of the official godot engine logo (changing the colors to a gradient and black background)
- The banner is from Godot Design
founded 1 year ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
I would second CaptDust, exactly what I would do
What did he say?
It's probably not how naughty dog did it really though 🙂 Andy Gavin is pretty clever, the real Crash disintegration effect is probably individually manipulating the vertices of the character or somethin
I'm guessing Godot doesn't have the means to do something like that, direct manipulation of a mesh's vertices?
Of course it does, you can achieve that with a simple vertex shader by just moving each vertex in the direction of its normal. However, since the vertices are joined into triangles, this will just result in the model getting bigger instead of "disintegrating".
For that to work, you would need a model where each triangle is a separate surface.
Another way which might work would be to enlarge the model like I illustrated above while simultaneously making pixels which are further from an edge than a threshold value transparent.
The vertex shader is low enough level that it has no concept of shared vertices (nor really anything above triangles for the GPU), so this will work without individual meshes.
Here's a quick test project I made using a single cube mesh and the shader code
Ah my bad, perfect, then that's the solution!
Slick!
There's the mesh data tool, but that's not something I've used.
https://docs.godotengine.org/en/stable/classes/class_meshdatatool.html
Also consider something more modern, like shaders. This is older documentation but has pictures. https://docs.godotengine.org/en/3.0/tutorials/3d/vertex_displacement_with_shaders.html
I'll just mention, naughty dog in 96 probably didn't have the luxury of being able to load and swap entire meshes like we do, memory has come a long way so it's probably not necessary to emulate that approach directly. Crash 4 uses a lot of advanced shaders for their challenge levels, very talented work they did there. But if you do anything cool with the tool please post- I'm curious to see end result!
Gamma linked that shader as well, but that doesn't look like the proper tool/shader for exploding/disintegrating the faces
From the looks of it, I'll probably need to copy most of the mesh data into an ArrayMesh and do magic from there
Usually modern shader displacement attempt to create a continuous mesh, to not have to deal with backfaces or unnatural vertex breaks, but this technique can also be used (funny enough much simpler) to break meshes apart.
Linking a screenshot here I made for another comment in this post, this test project I used the shader code in the vertex shader
(Should be noted the mesh breaks apart into squares not triangles because the normal of the two triangles in a square is equal)