I accidentally made Blender in Godot

Ойындар

You win some and you lose some. Today, I didn't make a game, but I definitely did make something.
I made an Itch page for this tool, if you want to mess around with it.
sdggames.itch.io/whisk
The download version seems to be more stable than the web version. Saving and loading is still WIP, so don't expect to use it for your projects quite yet.
This project is FOSS, and the source code is available here:
gitlab.com/sdggames/whisk
All projects in this series are available on Itch, and the source code is freely available.
sdggames.itch.io/20-in-30
gitlab.com/20-games-in-30-days
I do have a Discord! / discord
------------------------------------------------------------
00:00 Intro - Whisk is basically Blender
00:42 Story time with Matt
01:28 Trying to make a boat float
03:07 Old footage kept for maximum cringe
04:21 Super 3D Low Poly Boat Editor Deluxe
06:52 Embrace the madness
08:10 This is NOT a tutorial
08:22 I'm sorry...
09:22 It ends here.
------------------------------------------------------------
Music and sound effects used in this series:
freesound.org/people/SDGGames...

Пікірлер: 134

  • @BetaTester704
    @BetaTester70424 күн бұрын

    Lack of research on buoyancy is why you couldn't get your boat to float.

  • @SDGGames

    @SDGGames

    24 күн бұрын

    That's a distinct possibility

  • @sagizm0nd

    @sagizm0nd

    24 күн бұрын

    this is one of those phrases that look like a quote on life

  • @Dilligff

    @Dilligff

    24 күн бұрын

    Don't worry about making it with real physics, just do whatever floats your boat.

  • @pacomatic9833

    @pacomatic9833

    24 күн бұрын

    @@Dilligff Good one bruo

  • @pro_gemer

    @pro_gemer

    20 күн бұрын

    @@sagizm0ndit somehow works hella well

  • @Xavire1603
    @Xavire160324 күн бұрын

    now make a donut and send it to blenderGuru

  • @SDGGames

    @SDGGames

    24 күн бұрын

    I think I will!

  • @semydev

    @semydev

    23 күн бұрын

    We need whiskey guru

  • @hourfrozen

    @hourfrozen

    18 күн бұрын

    @@semydev whisk guru*

  • @StanislawNiemyjski

    @StanislawNiemyjski

    12 күн бұрын

    @@semydev Listen Ricky. (clearly refrencing TPB)

  • @Dragon20C
    @Dragon20C24 күн бұрын

    The reason I can think of why the shading is like that is because the normals keep switching, so some of the triangles are facing away while the others are facing towards you.

  • @SDGGames

    @SDGGames

    24 күн бұрын

    That's 100% the reason, I was just trying to figure out why the underside was a different color. It was driving me crazy, but I think the easy solution is to just turn culling back on and draw each triangle twice so there are no undersides.

  • @trainzmarcel2074

    @trainzmarcel2074

    22 күн бұрын

    @@SDGGames its because of the reflection and because it thinks the surface is facing the other direction from the light source (because of the normal being backwards)

  • @SDGGames
    @SDGGames24 күн бұрын

    Funny story, people seem to like my Whisk :D EDIT: So, I polished it up and Released it on Itch! Link in the description. I'm going to polish this up for actual release. Let me know if you'd actually try it, what you'd use it for, and what features you'd want to see added. I'm going to fix the normals issue, add saving/loading/exporting, and add controller support for cozy lofi 3D modeling. It's FOSS, so source and tool links will be in the description.

  • @brahillms1374

    @brahillms1374

    24 күн бұрын

    *Scope Creep Bell Ding*

  • @redaipo

    @redaipo

    24 күн бұрын

    Scope Creep Counter: 11

  • @CacildaCabra

    @CacildaCabra

    23 күн бұрын

    I would like to see a minimalistic animation tool because i wana do 3d models and animation without using blender because of the learning curve

  • @CacildaCabra

    @CacildaCabra

    23 күн бұрын

    And also the hability to export them making 3d tool and a game at the same time

  • @CacildaCabra

    @CacildaCabra

    23 күн бұрын

    And being able to export models

  • @ryls
    @ryls24 күн бұрын

    It looks like you were using raycast nodes to control the boat physics object, if so- the reason the boat spins like crazy like that at 2:45 is because the ray nodes are colliding with the physics object of the boat. The easy fix is just to set the collision layer for the rays onto a different layer- a designated 'ray' layer, that only includes objects that the rays should detect (like the ground or water for example)

  • @Soroosh.S83

    @Soroosh.S83

    24 күн бұрын

    I'm gonna try this tomorrow thanks

  • @Chevifier
    @Chevifier18 күн бұрын

    build boats in a few minutes in Blender❌ build blender in godot to build boats in godot✅

  • @SDGGames

    @SDGGames

    18 күн бұрын

    When programmers do art... it looks a lot like programming

  • @Chevifier

    @Chevifier

    18 күн бұрын

    @@SDGGames I like torturing myself too. Im here learning the Vulkan, hopefully to make my own rendering engine for Godot at some point if possible./improve it lol

  • @machine.angel.777
    @machine.angel.77723 күн бұрын

    I've never related to anything more than a ridiculously high "scope creep counter" within a single project

  • @DarkSwordsman
    @DarkSwordsman16 күн бұрын

    2:45 this is why I realized that I need to reference real objects or research papers to do more complex things. Watching my Graphics Programmer friend constantly optimize real lighting or existing algorithms by applying his knowledge of Linear Algebra and Calculus made me realize this. Most of programming isn't knowing the language or the engine, but rather the steps and logic involved in whatever you're building.

  • @NickNoobles
    @NickNoobles24 күн бұрын

    The scope creep counter was hilarious!

  • @ali32bit42
    @ali32bit4224 күн бұрын

    hay ! i had that bouncing problem a while back, its probably because the rigid body i assume you are using requires adding force in a specific way. firstly DONT USE _apply_impulse() that method is for one time jumps and impacts use _apply_force() now here is where people fail dramatically with this. apply force requires calcualting the position where you apply the force in a specific way. giving it the wrong position causes it to break. for you the correct position is going to be (floater_probe.global_position - boat.global position) from there make sure you have a spring damper system in place to keep it from vibrating. for that you can get the velocity at the position of the floaters from the PhysicsServer singleton which should let you use the spring formula to cancel out any vibrations. you must expeirment with the math to figure out the right recipe for this.

  • @SDGGames

    @SDGGames

    24 күн бұрын

    It was my first time trying to make an object that is made up of multiple smaller physics objects. I think there are some rules that I was not aware of for defining interactions, things were pushing on themselves in weird ways.

  • @ali32bit42

    @ali32bit42

    23 күн бұрын

    @@SDGGames could you be more specific ? i could not see your exact setup. i could only assume you used the built in constraints. BTW dont use physics constraints for this type of thing. due to the high speeds the constraints are very likely to glitch or break off. AND if you havent done it already, make sure ALL objects have uniform normalised scale. that means all collision shapes and associated physics objects and parent objects have a scale of (1,1,1) no exceptions

  • @HRZN-xj9um
    @HRZN-xj9um24 күн бұрын

    Cant wait for you to get big so that i can say i liked you before you got popular. You have the most original godot content in recent years. Right up my ally.

  • @PastaMaster115
    @PastaMaster11515 күн бұрын

    I love that track design for your kart racer. The bowling pins and then drop down and turn around for more track. Having to stop and turn around is a bit clunky but it's still a nice idea.

  • @kazii_the_avali
    @kazii_the_avali6 күн бұрын

    this is a result from an ungodly combination scope creep and cope and somehow worked

  • @atirutwattanamongkol8806
    @atirutwattanamongkol880612 күн бұрын

    WAIT WAIT WAIT THIS COULD BE PEAK LEVEL EDITOR

  • @Shadow-Silver-Reboot

    @Shadow-Silver-Reboot

    10 күн бұрын

    uh.... should we tell him?

  • @hadjjicus
    @hadjjicus21 күн бұрын

    whisk is such an original choice

  • @gmod9insanity478
    @gmod9insanity4786 күн бұрын

    Okay, I officially declare this the 3D modelling software to be used in Every Beta Recreation Ever. Suggestion: Add textures and UV mapping so I can be creative.

  • @MrMargaretScratcher
    @MrMargaretScratcher18 күн бұрын

    Whatever floats your boat, man...

  • @AdventureMase
    @AdventureMase23 күн бұрын

    downloading the jpg then using the thumbnail image instead of the lower resolution version of the hdri gave me a heart attack great vid tho ill give whisk a try 🔥

  • @SDGGames

    @SDGGames

    23 күн бұрын

    I think I could downsample the 8K image to 4K without crashing Godot :P I might also want to try using the HDRIs instead of just using the thumbnail image. Though, it did make a nice panorama.

  • @AdventureMase

    @AdventureMase

    23 күн бұрын

    ​@@SDGGames yee hdri/exr has a lot more color data for jpeg/png so thats why people mainly use them guess what you did seemed to work pretty well tho haha

  • @elatronion
    @elatronion24 күн бұрын

    That's quite the journey! Keep it up, you are on the right track. :)

  • @alexanderstreng4265
    @alexanderstreng426519 күн бұрын

    Omg, "Need for madness" and "wanted to make" in the same sentence. I love the game and I wanted to remake the game at some point.

  • @Hellscaped
    @Hellscaped18 күн бұрын

    You could probably turn this into a Godot ProBuilder clone for level making with some changes.

  • @cheesycoke
    @cheesycoke10 күн бұрын

    as a godot cultist and hydro thunder fan i hope your original vision can come to life because hell yeah

  • @menaced.
    @menaced.11 күн бұрын

    Hydrothunder on n64 was one of my favorite games growing up

  • @torphedo6286
    @torphedo62862 күн бұрын

    Another buts & bolts enjoyer?? hell yeah!! the vehicle editor stuff hit home for me, I'm writing a PC vehicle editor/viewer for Nuts & Bolts right now.

  • @SDGGames

    @SDGGames

    Күн бұрын

    I got Nuts and Bolts bundled with my Xbox 360. I never played a Banjo game before, but I always enjoyed some of the more technical Minecraft mods, so I had way too much fun building weird vehicles for days on end.

  • @DefNotRealguy
    @DefNotRealguy23 күн бұрын

    This video is such a great concept!!!

  • @delphicdescant
    @delphicdescant23 күн бұрын

    You can make a boat, you can look at the boat, and you can say goodbye to the boat. I don't know why this got me, but I found it funnier than it probably was.

  • @miserablepile
    @miserablepile21 күн бұрын

    I love this vibe, this is all very relatable

  • @aceathor
    @aceathor23 күн бұрын

    I don't know why but at 1:50 it remind me the game Stunts on MS DOS, but without the water.

  • @martyballamore2760
    @martyballamore276024 күн бұрын

    5:56 I am not sure why you think it looks like crap but it looks like normals are being flipped back and foward with each triangle

  • @SDGGames

    @SDGGames

    24 күн бұрын

    Yeah, I was struggling for a while with why the lights act differently on the backside versus the front. I realized while editing that I could just flip the faces based on the camera normals to get all the darker side on the back. It looks good when making cars and boats, but it stands out when making a larger flat plane.

  • @ali32bit42

    @ali32bit42

    24 күн бұрын

    @@SDGGames its the triangle winding order. basically the order you give vertex points to godot needs to be clockwise . the trick is for every pair of triangles you must switch the winding direction so two adjesent triangles are in the same order, that is because when you construct the second triangle its starting vertex will be on the oppisite side of the first triangle so godot will assume the face is flipped. and for sake of your future self's sanity, make sure you add pairs of vertex points in places that would be cut for UV mapping. yes duplicate vertex points arent optimised but you must do it to be able to support textures and UV mapping

  • @RosemaryWebs
    @RosemaryWebs23 күн бұрын

    dude, this is AWESOME! this comes at a time where im tryna work on a map editor for my game (cause of how my system is, having to manually type out *everything* in a JSON file is SUPER painful lmfao), and this is basically good enough :3. id love to hear more about how you got the generation stuff up and running so that i might be able to tackle something similar for myself

  • @SDGGames

    @SDGGames

    23 күн бұрын

    Most of it is shockingly easy, you just need to use the Surface Tool to build a mesh. Three points make a triangle. There are a lot of tutorials on making procedural heightmaps, Minecraft, or similar things. Feel free to check the source code if it's helpful.

  • @RosemaryWebs

    @RosemaryWebs

    23 күн бұрын

    @@SDGGames oh wait ur dropping the source code??

  • @SDGGames

    @SDGGames

    23 күн бұрын

    @@RosemaryWebs Yeah, it's in the video description already

  • @RosemaryWebs

    @RosemaryWebs

    23 күн бұрын

    @@SDGGames oh i didnt even notice lol. great work on it tho! if i get the normals fixed up, i can send ya those fixes if u havent already

  • @MickmickWashesThings_Official
    @MickmickWashesThings_Official9 күн бұрын

    When i heard "Need for madness ?" it immediatly peeked my interessted

  • @UltimatePerfection
    @UltimatePerfection23 күн бұрын

    Turn it into a Godot addon for level editing. What you got here is basically a primitive version of Unity's ProBuilder.

  • @Darthpirlus
    @Darthpirlus12 күн бұрын

    Oh my. Need for Madness mentioned. I thought I was the only human on this forsaken Earth who played that AMAZING game. Thanks

  • @Badguy292

    @Badguy292

    11 күн бұрын

    Same, Need for Madness was awesome, the air control was great.

  • @SimplisticNFM

    @SimplisticNFM

    7 күн бұрын

    We still play it on occasion, for some reason.

  • @H_D_A
    @H_D_A16 күн бұрын

    This is funny and the only thing i a wondering about is the scopr creep counter. But i still like it.

  • @thygrrr
    @thygrrr24 күн бұрын

    The pun alone makes this amazing.

  • @NoRightsProductions
    @NoRightsProductions22 күн бұрын

    I look forward to seeing the follow-up video in 6 months to a year :V

  • @SDGGames

    @SDGGames

    22 күн бұрын

    I'm giving myself a week, and then I'm moving on 🤣 I have games to make...

  • @eduardostapenko6808
    @eduardostapenko680824 күн бұрын

    it looks fantastic for someone whe don't really likes Blender. even tho it is more efficient & etc, but using whisk would be easier if you don't wanna listen to hours of tutorials for making some models once a year. it would be a dream if this thing would be usable for models in Unity engine game.

  • @SDGGames

    @SDGGames

    24 күн бұрын

    Yeah, the only challenge is getting an export format that works. It should be possible, though. It's made in Godot, but it's a standalone tool, not a Godot plugin.

  • @josueibarra6570
    @josueibarra657024 күн бұрын

    Start with a boat game idea, end with a B3D competitor 😅 What a legend!

  • @BoxEnjoyer
    @BoxEnjoyer23 күн бұрын

    The reason why your shading is because of how light is calculated (Lambert's cosine law). The angle between the face (specifically the faces normal) and the light source (specifically the normalized vector pointing to the light source that originates at the faces center) is used. If the face is flipped, godot things it's pointed away from the light. Tldr: Think about two faces on the opposite sides of a sphere. One is light, one is dark. These two faces have opposite normals

  • @RaulLopez-rq6wh
    @RaulLopez-rq6wh16 күн бұрын

    Why not use a collide and slide controller? make the hitbox smaller than the boat body, and threat water as a solid, then you only need to simulate water movement, and the boat will move very similar to being buoyant,(Might need to add an upwards force in case it falls tru the water layer)

  • @Galomortalbr
    @Galomortalbr22 күн бұрын

    i one made a spore like creature editor in Godot, i miss working the geometry code , i through about making a 3D modeler inside it, but too lay

  • @michavk
    @michavk23 күн бұрын

    Check the "Vertex Winding" order. Let's say you have a quad of 4 vertices and 2 trangles. Now let's say the vertices are in clockwise order, like the letter U, so no S nor Z. The faces should be 0, 1, 2 and 0, 2, 3. I'm guessing in your case, the 2nd triangle is in reversed order. Anyways, google vertex winding order and see how that combines with a normal to determine which side is considered "front". Thanks for your honesty! You described a very familliar pattern!

  • @SDGGames

    @SDGGames

    23 күн бұрын

    I fixed the winding order issue, but there's still weirdness where the meshes go dark at certain angles. It looked worse when triangles were alternating front and back, but it's still present. I think it might have something to do with the WorldEnvironment node.

  • @michavk

    @michavk

    22 күн бұрын

    @@SDGGames If you're sure the Winding Order is correct, then you'll have to check your Normal calculation. It's simply the Cross Product between 2 points of the triangle relative to the 3rd point of the triangle. Let's say you have 3 vectors of a triangle in the same order of the face (!) v0, v2 and v3. Then your normal is: ((v2 - v0).cross((v3 - v0)).normalized()

  • @skaruts
    @skaruts23 күн бұрын

    This is some cool stuff you got there. :) Have you tried the boat thing with Jolt physics, though? I'm asking this because you didn't mention it, and the default physics isn't really known for working properly, so maybe that could be part of the problem.

  • @SDGGames

    @SDGGames

    23 күн бұрын

    I mentioned it, just not by name. I didn't, but I do want to try Jolt soon.

  • @Nice_Channel0
    @Nice_Channel024 күн бұрын

    1° - WHY? 2° - I liked this!

  • @xen-42
    @xen-428 күн бұрын

    1:39 got jumpscared by myself!

  • @SDGGames

    @SDGGames

    8 күн бұрын

    That's only like the second or third time, right? I think you made it a lot farther than I did. Maybe I'll have to try again someday...

  • @Soroosh.S83
    @Soroosh.S8324 күн бұрын

    Rip to me who I'm actually gonna use wisk to make a full body 3d model and put it on my game 😭 (I do this as respect and kinda having a masochist challenge and having fun)

  • @watercat1248
    @watercat12489 күн бұрын

    I don't use Godot but this editor of yours looks very interesting. I will recommend you shred this as Godot tool. Wean I tried Godot one thing that is missing from my is mesh editor. Besicly some easy Way to make prototype maps for my game. Both unity and unreal have level editor inside the egine Godot as fur I'm aware have nothing be default.

  • @Talktodiv
    @Talktodiv24 күн бұрын

    It looks nice

  • @noel5188
    @noel518824 күн бұрын

    Such an immersive video, my laptop crashed on 2:48 when the boat flys, 10/10.

  • @eloygarcia9221
    @eloygarcia92217 күн бұрын

    i hate everytime when it happens

  • @yzgrdyn-WiseGuardian-
    @yzgrdyn-WiseGuardian-24 күн бұрын

    Wonder if cadsketcher for blender would help you like blender more.

  • @SDGGames

    @SDGGames

    24 күн бұрын

    Ooh, it probably would! I didn't know about that, thanks for sharing.

  • @ionthedev
    @ionthedev24 күн бұрын

    Id love to peek at the code. I'm trying to understand Godot mesh generation

  • @SDGGames

    @SDGGames

    24 күн бұрын

    I just updated the video description with a dedicated link. I put it in its own repo separate from the boat game.

  • @tinminator8905
    @tinminator89057 күн бұрын

    I tried to take a look at the project and opened it in godot. Sadly it just wouldn't work. When I ran it, everything look fine, but I could never actually place any vertices. Any idea why that could be?

  • @SDGGames

    @SDGGames

    7 күн бұрын

    Not sure. I can do a fresh clone to make sure that there aren't any local files I missed. Did you do the git submodules update -init? There is a git submodule for logging that will throw errors if it is missing

  • @tinminator8905

    @tinminator8905

    7 күн бұрын

    @@SDGGames Yeah, no errors in the project. When I didn't have them the project wouldn't run. It runs, and all the buttons get displayed in the log. But it doesn't place a node when I left click even when I am in the mode where it should do that. I joined your Discord server, maybe we can try and troubleshoot tomorrow.

  • @tinminator8905

    @tinminator8905

    6 күн бұрын

    @@SDGGames Nevermind, I got it to work now. I somehow managed to have the project in the source folder twice. I probably installed the code manually and then also used gitinstall in that same directory. Thank you very much for your quick response, though. Always nice to see when somebody cares about their community :).

  • @Amipotsophspond
    @Amipotsophspond23 күн бұрын

    may be you could make a game out of the godot blender. I don't want to crush any creativity so I will put my idea in the read more. ok so basically you have made a 3d triangle drawer. so what if their was puzzle game. I will call portal golf, in the 3d world their is a blue portal that fires a golf ball that falls endlessly and vanishes eventually. the goal is to get that golf ball in to the orange portal that will lead to the next level, the player can not control the golf ball, the player can not control the portals, the only thing the player can do is to draw triangles for the golf ball to bounce off of to eventually get to the orange portal hole. the player draws the level in as few bounces as possible to get to the hole. maybe future levels follow snake's level wall formula but in 3d.

  • @SDGGames

    @SDGGames

    23 күн бұрын

    That's a fun idea! It wouldn't be too hard to re-use the mesh as a collision mesh. I might end up using this as a vehicle modeling program eventually, the idea there would be to have the ability to place objects (motor, float, maybe a gun) at a point instead of placing a vertex. That way, you could make a vehicle out of triangles, then add the dynamic components, all in the same editor.

  • @MadrickIce
    @MadrickIce22 күн бұрын

    NEED FOR MADNESS REFERENCED WHOAAAAAAAAA thought i was the only one to play that amazing thing

  • @SDGGames

    @SDGGames

    22 күн бұрын

    It was quite the gem!

  • @Qujido
    @Qujido10 күн бұрын

    maybe split your boat and stick via flextape?? tape adds 180% buoyancy i think

  • @SDGGames

    @SDGGames

    10 күн бұрын

    That solved it! The boat wasn't floating properly, so I had been adding more and more flex tape. It must be at least 35700% more buoyant by now. I tried removing some layers, and now it's floating on the surface of the water instead of floating on the stratosphere.

  • @cannedwither8494
    @cannedwither849420 күн бұрын

    Blender should be called electric mixer instead

  • @WHYTT66
    @WHYTT6621 күн бұрын

    I accidentally made Godot in Godot

  • @diagram_sock
    @diagram_sock24 күн бұрын

    Godot development in a nutshell 🫡

  • @DogeM3m3r
    @DogeM3m3r16 күн бұрын

    I played a game called hydro thunder on my xbox 360

  • @Jelly_shy_guy_man
    @Jelly_shy_guy_man9 күн бұрын

    Your crazy 7:36

  • @SDGGames

    @SDGGames

    9 күн бұрын

    I'm glad someone noticed 😂

  • @Shadow-Silver-Reboot
    @Shadow-Silver-Reboot10 күн бұрын

    ÉPÉ

  • @westingtyler2
    @westingtyler223 күн бұрын

    0:30 but what's that boat racing game?

  • @nickhomer40

    @nickhomer40

    8 күн бұрын

    Hydro Thunder

  • @zelrex4657
    @zelrex465724 күн бұрын

    neat

  • @UnifiedCode
    @UnifiedCode23 күн бұрын

    happens

  • @igorgiuseppe1862
    @igorgiuseppe186224 күн бұрын

    thumbnail lol downscale it on gimp... unless the thumbnail is big enough to get good results but small enough that godot can handle it

  • @TheEXmasterwrecker
    @TheEXmasterwrecker13 күн бұрын

    you made crocotile. you made crocotile inside of godot?

  • @SDGGames

    @SDGGames

    13 күн бұрын

    Oh, cool. I didn't know about that one!

  • @TheVoiceOfChaos
    @TheVoiceOfChaos22 күн бұрын

    if you set out to make the greatest game of all time and end up making blender i think thats a sign

  • @Soroosh.S83
    @Soroosh.S8324 күн бұрын

    I'm gonna try this tomorrow guys wish me luck 😔

  • @sadge6430
    @sadge64308 күн бұрын

    uio

  • @velikanskaglava2087
    @velikanskaglava208724 күн бұрын

    Does something similar exist in unreal engine?

  • @sadge6430
    @sadge64308 күн бұрын

    vbn

  • @sadge6430
    @sadge64308 күн бұрын

    asd

  • @lilleopard_ty3662
    @lilleopard_ty366213 күн бұрын

    That's a .whisk file

  • @Jelly_shy_guy_man

    @Jelly_shy_guy_man

    9 күн бұрын

    What

  • @voidipoyo
    @voidipoyo24 күн бұрын

    Godot rocks, if u have creativity.

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