- Last Years Assignment (this year will be a nature sim)
- A build of Infinite Forms
- All about Infinite Forms
- Infinite Forms Code
- ECS2020
- Coding Music
- More Coding Music
- https://github.com/skooter500/GE2-2021-2022 - This course uses Unity
- https://github.com/skooter500/GE2-2020-2021
- https://github.com/skooter500/GE2-2019-2020
- https://github.com/skooter500/GE2-2018-2019
- https://github.com/skooter500/GE2-Test-2021-Starter/
- https://github.com/skooter500/GE2-Lab-Test-2019
- https://github.com/skooter500/GE2-Lab-Test-2019-Solution
- https://github.com/skooter500/GE2-LabTest2-2017
- https://github.com/skooter500/GAILabTest12017
- Lab test 25 April - 2 hours
- Assignment - 2 May - In person demos
- Review Week
- Create a controller node to connect Harmonic & UI - MVC
- Gang of 4
- Raycasting
- Obstacle avoidance
Update your forks and take a look at the SpineAnimator scene. There is a little spiney wriggling creature and a boid that the camera is attached to that has offset pursue.
Things to try:
- Use the Remote scene and the debugging tools in Godot to track down the bug in the SpineAnimator system that is rotating the spine elements by 180 degrees
- Make a copy of the SpineAnimator scene and call it NoiseWander
- Create a new Behavior called NoiseWander that uses Perlin noise, instead of a sin function to generate the force. You can base it on the NoiseWander code here
Update your forks Wandering! Spine animation A FPS Controller implementation
- Update your forks of the repo
- Watch some videos about Tweens, Timers and the animation system - Super useful nodes. There is an example of their usage in the Seek scene
- I did a lot of work on the ControllerSteering scene, play around with it. There are three types of Boids in this scene. Understand them.
- When acceleration is applied suddenly it can result in very sudden turning. Try smoothing the acceleration using lerping and see if this is eliminated
- Implement damping. Remove a % of velocity each frame
- Write a formation generator that sets of formations of leader and follower boids in different configurations like straight line or V.
Update your forks to get the path following code and create a branch:
git checkout -b lab4
There are 4 Scenes to look at:
- tankGame - Input, transforms, physics, timers
- seek
- arrive
- path_follow
There are two behaviors you can implement today, and various other tasks:
- Flee - Generate a force away from the target, when the target comes into range
- Player - Generate a force from inputs so that the steering force is generated by the player using the left stick or wasd
- Create a scene where both path follow and player behaviors are both enabled. The boid will follow a path, but deviate off the path when the player presses inputs. The boid will return to the path when the player stops sending input
- REFACTOR the code so that each behavior is a separate node. BTW I dont exactly know how to do this yet!
- There are space ship models in the Models folder. try and make a boid to control one of the spaceships and add trail renders for the engines
Banking:
Update your fork of this repo to get the Godot project
Watch Godot tutorials on the following:
- Timers
- Signals
- Areas
And add the following:
- Bullet cooldown
- Bullets get removed after a 5 seconds
- Bullets get removed when they hit a block
- No lab this week