That’s pgi’s work, it’s actually the base for the current addon itself he’s still in the credits
There’s the Get Object Data and Set Object Data Nodes, simply get the worldPosition of the first object and set the worldPosition of the second object with the On Update Node as a condition:
I’m now devoting more time to the addon again as I need it to work properly until April 1st, meaning that I’ll try to get things more comfortable to use the coming weeks, including the docs (FINALLY), I’m also through with half of your suggested templates some should be ready tonight
Take your time, because most examples will re use the templates.
For example the “melee attack” example would re use the tps template to start from.
I wonder if someone could provide a generic character with animations to be used for templates ?
Similar to Unreal character ?
( Meanwhile i can make a Minecraft like character generic with no textures )
I do have characters and other stuff lying around from my time at university, I’ll probably use one of them, then they’re good for something in the end I guess I’ll make them free to use then
Animations will be a separate template to show how to use multiple layers of anims and blending them, it works quite fine, I tested it with the Rayman 3 - Character
I updated the examples list, it’s more complete, covering most essential game aspects.
As i wrote, each item is a separate example, so a new beginner can start step by step or example by example instead of beeing overwhelmed by a big example.
I will work on the marble game example and i’ll update the thread marking examples as complete when they are finished, i iwll provide Blender files links for people to upload to Upbge Github.
Also i hope you’ll make the Tps or Fps controls minimal, instead of lot of variables to tweak camera or movement parameters ?
For the examples let’s make it very simple to learn first, and keep advanced tps or fps controllers for the ready to use templates instead.
Apologies for taking so extraordinarily long for this, I always get caught up in detail - the first little vehicle-demo suddenly developed into a fully functional car with a working dashboard and fuel consumption (Also, the FPS one transformed into a scenic coffee shop the first time around )
But now I stripped everything unnecessary and focused on the essentials - they may not be fully done yet, but should showcase a little of what the system can do
I’ll add descriptions for each one, describing what happens exactly in the text editor of every file
@Iza_Zed
I started the arcade car race example.
The car is supposed to follow ball position the player controls and rotate towards ball velocity using rotate to vector node.
But the rotate to vector logic does not seem to work well.
Could you take a look please ? https://ufile.io/ogha82fq
Also it would be nice to have “Align to vector” logic nodes with parameters like speed and acceleration ( if both to 0 it’s a direct align to vector).
It’s usefull for lot of things , like slow turret, or slow character to rotate towards a direction.
I’ll take a look at it, currently preparing scripts for the tutorials
There already are vehicle create, vehicle engine force and vehicle brake nodes under Physics -> vehicle (in recent master, not release) could this be what you mean? Or is there something even newer in there?
@Iza_Zed
The Vector 3 and Vector 2 compare logic node is missing, and would be usefull for many things.
I modified your tps template adding animated character that follows your capsule object player.
When i hide the capsule player on Blender hierarchy tree view, when playing the game, the player controls does not work, it is desactivated ?
Could you check it ?
gonna take a closer look at this, animations can be played a lot more more dynamic with Nodes, I would have made a specific template just for that
About the hiding of objects, yeah that deactivates them, you have to uncheck “Show In Render” and maybe “Show In Viewport”, that hides object but loads them as soon as the game starts
@Iza_Zed
Will you consider some basic inventory system high level logic node similar to character and vehicles nodes ?
Easy to setup and working in some minutes ?
I thaugh about three special logic nodes
item logic node :
int id item
string name item
texture or 3D model representation item display
Inventory logic node
parameters like number columns and rows 1 to 20 max (perhaps scrolling later).mouse click for item menu : drop, use, destroy
remove empty space functionnality
save and load inventory items id list to a file (database like)
parameters to change colors borders and background of the inventory system.
inventory manager logic node, Skyrim inventory and merchants for example
A node able to iterate through and inventory logic nodes with functions like next and previous items and get node items data
Able to remove an item object from inventory
Able to add an item object to inventory
Something very simple first, no drag and drop, but working and easy to setup in some minutes.
For the basic Node Addon that would be a bit much, I might even pack some of the already existing nodes in separate node packs that add nodes for specific use-cases (Vehicle nodes or advanced math for example)
For an inventory system I’d go for a separate addon like what I’m doing with the light management system I’m working on. Basically my deal is that when I need some logic for game dev for more than one project, I’ll see if I can pack it as an addon, which would be the case for an inventory system
But in the end an inventory has to be HIGHLY customizable, which leads back to me providing just the framework to plug in your own take on the inventory layout and design in the end
You could actually quite simply set up an inventory with existing nodes already, you’d just have to do it step by step (might cover that in a video)