Resources
- low poly medieval scene in/on the book https://sketchfab.com/3d-models/medieval-fantasy-book-06d5a80a04fc4c5ab552759e9a97d91a
- Inn interior https://sketchfab.com/3d-models/fantasy-game-inn-192bf30a7e28425ab385aef19769d4b0
- More houses https://sketchfab.com/3d-models/modular-lowpoly-medieval-environment-5bf0a1562b7e401e9e6d7758ec54d09c
- Should we have characters like this? https://sketchfab.com/3d-models/smol-holomyth-halloween-costumes-1e2305d63e084c1e966630496b6deb5b
- Modern people (kind of like doing their business on the street) stylized animated https://sketchfab.com/3d-models/populate-models-f93c7b439e6746f9a2d5963e628a5c4e#download
3D stylized world
- find out how to work with a height map. There is a book surface, I need collision shape over it. Basically, programmatically only, and it makes sense https://www.youtube.com/watch?v=fEG_cnRQ1HI
- Grass https://stayathomedev.itch.io/stylized-grass-shader/download/eyJleHBpcmVzIjoxNzE5MTA0OTYwLCJpZCI6MjY3NjEzN30%3D.eeyYH0HeUmEFhALhivnqZ3dArGg%3D and the video about it https://www.youtube.com/watch?v=3ftcGTp-Se8
Godot addons
- Terrain 3d addon https://www.youtube.com/watch?v=YtiAI2F6Xkk
- Grass as addon https://github.com/IcterusGames/SimpleGrassTextured
- Inventory system
- Object random placing https://github.com/HungryProton/scatter
- Main menu template
Sky
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Clouds: terrible tutorial https://www.youtube.com/watch?v=sNXj0RN09ps
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Day-night change: interesting but doesn’t explain much, so bad tutorial https://www.youtube.com/watch?v=_EeVDI-PVRw
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Theory behind sky scattering and the shader example from NVIDIA https://developer.nvidia.com/gpugems/gpugems2/part-ii-shading-lighting-and-shadows/chapter-16-accurate-atmospheric-scattering
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Water and water level https://www.youtube.com/watch?v=7L6ZUYj1hs8
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For fireflies - boid AI https://github.com/beneater/boids/blob/4c8ab4d98d382d68fbe03bb94fd51f981530fc65/boids.js
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Foliage shader for trees
I tried to chill in the evening and just play with a foliage shader, somehow make low poly trees fluffy. I found none reference. I tried to adopt the first step from a Unity tutorial, something about vertex displacement or quad scattering. And, I am not sure how to scale the whole quad. I don’t know if I need to, maybe that can be achieved by other means, but that’s how I spent my evening
But this one has better explanations
Portals
In Godot 4.
- this is what I need but it's Godot 3. So before we do that, look at the underlying implementation in coding adventures. This is a question from Godot forum that describes a port to Godot And more examples
- And Oblique plane soon will be in Godot
And [this] is just a bonus