improvements

This commit is contained in:
Lucas 2025-06-27 17:57:10 +02:00
parent 159b6274c9
commit 1898a9bc10
No known key found for this signature in database
10 changed files with 197 additions and 1428 deletions

View file

@ -1,13 +1,16 @@
extends CharacterBody3D
@export var SPEED:float = 30.0
const JUMP_VELOCITY = 4.5
@export var SPEED:float = 550.0
const JUMP_VELOCITY = 25.5
const PORT := 55
const MAX_CLIENTS := 4
func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
velocity += get_gravity() * 10 * delta
# Handle jump.
if Input.is_action_just_pressed("jump") and is_on_floor():

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@ -11,7 +11,8 @@ config_version=5
[application]
config/name="BoneForge"
run/main_scene="uid://bgofilfnbeisl"
config/tags=PackedStringArray("games")
run/main_scene="uid://cioop0k7xmww8"
config/features=PackedStringArray("4.5", "Forward Plus")
config/icon="res://icon.svg"
@ -19,6 +20,59 @@ config/icon="res://icon.svg"
enabled=PackedStringArray("res://addons/SimpleFormatOnSave/plugin.cfg")
[input]
forward={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":87,"key_label":0,"unicode":122,"location":0,"echo":false,"script":null)
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":1,"axis_value":-1.0,"script":null)
]
}
downard={
"deadzone": 0.2,
"events": [Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":1,"axis_value":1.0,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"key_label":0,"unicode":115,"location":0,"echo":false,"script":null)
]
}
left={
"deadzone": 0.2,
"events": [Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":0,"axis_value":-1.0,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":65,"key_label":0,"unicode":113,"location":0,"echo":false,"script":null)
]
}
right={
"deadzone": 0.2,
"events": [Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":0,"axis_value":1.0,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"key_label":0,"unicode":100,"location":0,"echo":false,"script":null)
]
}
camera_left={
"deadzone": 0.2,
"events": [Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":2,"axis_value":-1.0,"script":null)
]
}
camera_right={
"deadzone": 0.2,
"events": [Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":2,"axis_value":1.0,"script":null)
]
}
camera_up={
"deadzone": 0.2,
"events": [Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":3,"axis_value":-1.0,"script":null)
]
}
camera_down={
"deadzone": 0.2,
"events": [Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":3,"axis_value":1.0,"script":null)
]
}
jump={
"deadzone": 0.2,
"events": [Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":0,"pressure":0.0,"pressed":true,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":32,"key_label":0,"unicode":32,"location":0,"echo":false,"script":null)
]
}
[network]
limits/debugger/max_chars_per_second=99999999

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@ -0,0 +1,41 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://bqrjqfvev5po6"
path.s3tc="res://.godot/imported/smooth+sand+dunes.jpg-fb8f127cd6a15b7570589b9ee25054ee.s3tc.ctex"
metadata={
"imported_formats": ["s3tc_bptc"],
"vram_texture": true
}
[deps]
source_file="res://smooth+sand+dunes.jpg"
dest_files=["res://.godot/imported/smooth+sand+dunes.jpg-fb8f127cd6a15b7570589b9ee25054ee.s3tc.ctex"]
[params]
compress/mode=2
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=true
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=0

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@ -0,0 +1,6 @@
[gd_resource type="FastNoiseLite" format=3 uid="uid://c4lsri24snfns"]
[resource]
noise_type = 2
seed = -775
frequency = 0.005

File diff suppressed because one or more lines are too long

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@ -0,0 +1,6 @@
[gd_resource type="StandardMaterial3D" load_steps=2 format=3 uid="uid://ct0bgq1kttebb"]
[ext_resource type="Texture2D" uid="uid://bqrjqfvev5po6" path="res://smooth+sand+dunes.jpg" id="1_nt33d"]
[resource]
albedo_texture = ExtResource("1_nt33d")

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@ -1,4 +1,4 @@
[gd_scene load_steps=4 format=3 uid="uid://m3y8d8rf4wg8"]
[gd_scene load_steps=5 format=3 uid="uid://m3y8d8rf4wg8"]
[ext_resource type="Script" uid="uid://b5io1eg4blrp5" path="res://player/player.gd" id="1_awywi"]
@ -8,8 +8,11 @@ resource_name = "PlayerCollision"
[sub_resource type="CapsuleMesh" id="CapsuleMesh_nwtrj"]
resource_name = "PlayerMesh"
[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_awywi"]
[node name="Player" type="CharacterBody3D"]
script = ExtResource("1_awywi")
SPEED = 50.0
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
shape = SubResource("CapsuleShape3D_y7qka")
@ -20,3 +23,6 @@ mesh = SubResource("CapsuleMesh_nwtrj")
[node name="Camera3D" type="Camera3D" parent="."]
unique_name_in_owner = true
transform = Transform3D(1, 0, 0, 0, 0.9604348, 0.27850503, 0, -0.27850503, 0.9604348, 0, 1.8589027, 2.8465767)
[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="."]
replication_config = SubResource("SceneReplicationConfig_awywi")

View file

@ -1,11 +1,11 @@
@tool
extends Node
var generation_thread: Thread = Thread.new()
#var generation_thread: Thread = Thread.new()
#### CHUNK GENERATION ####
@export_category("CHUNK GENERATION")
const CHUNK_SIZE := 256
const CHUNK_BOUNDS := 4
const CHUNK_BOUNDS := 6
## How detailed the chunk should be. This could be made a const when debug phase is finished
@export_range(4, 256, 4) var chunk_resolution := 32:
@ -17,18 +17,21 @@ const CHUNK_BOUNDS := 4
@export_category("WORLD GENERATION")
@export_tool_button("Generate Chunks") var generate_chunk_callable = generate.bind(true)
@export_tool_button("Delete Chunks") var delete_chunk_callable = delete.bind(true)
@export var noise: FastNoiseLite
@export_range(4.0, 128.0, 4.0) var height := 64.0:
@export var terrainnoise: FastNoiseLite
@export_range(4.0, 256.0, 4.0) var height := 64.0:
set(new_height):
height = new_height
update_all_mesh()
var loaded_chunks := {}# Key: Vector2i, Value: MeshInstance3D
@export_category("player")
var player_coord := Vector2i(0,0)
# Called when the node enters the scene tree for the first time. ALSO IN EDITOR
func _ready() -> void:
if !(Engine.is_editor_hint()):
delete(true)
generate(true)
@ -37,20 +40,22 @@ func generate(_ForceRegen: bool = false):
generate_chunks_around(Vector3(0, 0, 0), _ForceRegen)
func _process(_delta):
var new_player_coord = get_chunk_coord($"../Player".position)
if new_player_coord == player_coord:
return
generate_chunks_around($"../Player".position)
player_coord = new_player_coord
func delete(_Force:bool = true):
loaded_chunks.clear()
for c in get_children():
c.queue_free()
c.free()
func generate_noise(_seed: float):
noise = FastNoiseLite.new()
noise.noise_type = FastNoiseLite.TYPE_PERLIN
noise.seed = _seed
noise.frequency = 0.01
if Engine.is_editor_hint():
update_all_mesh()
loaded_chunks.clear()
func generate_chunk(position: Vector3, _ForceRegen: bool = false):
@ -74,14 +79,14 @@ func add_chunk_deferred(mesh_instance: MeshInstance3D, chunk_coord: Vector2i):
func get_height(x: float, y: float) -> float:
if not noise:
if not terrainnoise:
return 0.0
return noise.get_noise_2d(x, y) * height
return terrainnoise.get_noise_2d(x, y) * height
func get_normal(x: float, y: float) -> Vector3:
if not noise:
if not terrainnoise:
return Vector3.UP
var epsilon := CHUNK_SIZE / chunk_resolution
@ -95,13 +100,11 @@ func get_normal(x: float, y: float) -> Vector3:
func get_biome(x: float, z: float) -> String:
if not noise:
if not terrainnoise:
return "default"
var biome_noise = FastNoiseLite.new()
biome_noise.noise_type = FastNoiseLite.TYPE_CELLULAR
biome_noise.seed = noise.seed + 1
biome_noise.frequency = 0.005
var biome_noise = load("res://world_gen/biome_noise.tres")
biome_noise.seed = terrainnoise.seed
var value = biome_noise.get_noise_2d(x, z)
if value < -0.3:
@ -120,7 +123,7 @@ func update_all_mesh():
func update_mesh(chunk_terrain_instance: MeshInstance3D, chunk_pos: Vector3):
var plane: PlaneMesh = load("res://world_gen/new_plane_mesh.tres").duplicate()
var plane: PlaneMesh = load("uid://rhv7l5ya1qnf").duplicate() # Used as a template for UV/vertex/normals that the final array mesh will inherit/expand
plane.subdivide_depth = chunk_resolution
plane.subdivide_width = chunk_resolution
plane.size = Vector2(CHUNK_SIZE, CHUNK_SIZE)
@ -137,7 +140,7 @@ func update_mesh(chunk_terrain_instance: MeshInstance3D, chunk_pos: Vector3):
var normal := Vector3.UP
var tangent := Vector3.RIGHT
if noise:
if terrainnoise:
vertex.y = get_height(world_x, world_z)
normal = get_normal(world_x, world_z)
tangent = normal.cross(Vector3.UP)
@ -155,7 +158,9 @@ func update_mesh(chunk_terrain_instance: MeshInstance3D, chunk_pos: Vector3):
var array_mesh := ArrayMesh.new()
array_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, plane_arrays)
#array_mesh.surface_set_material(0, get_biome_mat(chunk_pos))
if get_biome_mat(chunk_pos):
array_mesh.surface_set_material(0, get_biome_mat(chunk_pos))
chunk_terrain_instance.mesh = array_mesh
chunk_terrain_instance.create_trimesh_collision()
@ -163,20 +168,28 @@ func update_mesh(chunk_terrain_instance: MeshInstance3D, chunk_pos: Vector3):
func get_biome_mat(chunk_pos) -> Material:
# Apply biome-based material
var material = StandardMaterial3D.new()
if material:
material.albedo_texture = load("res://smooth+sand+dunes.jpg")
var biome = get_biome(chunk_pos.x + CHUNK_SIZE / 2.0, chunk_pos.z + CHUNK_SIZE / 2.0)
match biome:
"desert":
material.albedo_color = Color(1.0, 0.8, 0.4)
if material:
material.albedo_color = Color(1.0, 0.8, 0.4)
"forest":
material.albedo_color = Color(0.2, 0.6, 0.2)
if material:
material.albedo_color = Color(0.2, 0.6, 0.2)
"mountain":
material.albedo_color = Color(0.5, 0.5, 0.5)
if material:
material.albedo_color = Color(0.5, 0.5, 0.5)
"ocean":
material.albedo_color = Color(0.0, 0.4, 0.8)
if material:
material.albedo_color = Color(0.0, 0.4, 0.8)
return material
@ -199,21 +212,18 @@ func generate_chunks_around(position: Vector3, ForceRegen: bool = false):
var chunk_coord := Vector2i(x, z)
var chunk_position := Vector3(x * CHUNK_SIZE, 0, z * CHUNK_SIZE)
print("Trying to load chunk at coordinate: ", chunk_coord)
if ForceRegen and loaded_chunks.has(chunk_coord):
loaded_chunks[chunk_coord].queue_free()
loaded_chunks.erase(chunk_coord)
if not loaded_chunks.has(chunk_coord):
if loaded_chunks.has(chunk_coord):
new_chunks[chunk_coord] = loaded_chunks[chunk_coord]
else:
generate_chunk(chunk_position, ForceRegen)
new_chunks[chunk_coord] = null # Placeholder until chunk is added
else:
new_chunks[chunk_coord] = loaded_chunks[chunk_coord]
# Unload chunks outside bounds
for chunk_coord in loaded_chunks:
if not new_chunks.has(chunk_coord):
loaded_chunks[chunk_coord].queue_free()
loaded_chunks.erase(chunk_coord)
for coord in loaded_chunks.keys():
if not new_chunks.has(coord) && loaded_chunks[coord]:
loaded_chunks[coord].queue_free()
loaded_chunks[coord].call_deferred("queue_free")
print("chunk at ",str(coord), "unloading")
loaded_chunks.erase(coord)
loaded_chunks = new_chunks