Godot 4.6.2 - Gore tutorial / Serious Project devlog
Discord: https://discord.gg/DfBCe3rvWk
Video Chapters
- 0:00 Showcasing the satisfying Godot gore system
- 1:43 Coding blood decals with precise alignment
- 2:46 How to optimize gore for multiple enemies
- 4:00 Efficient dismemberment using bone scaling
- 5:20 Fixing physics with box-collider gibs
- 6:38 Adding blood trails and landing logic
- 8:00 Saving performance with static gib deactivation
- 9:28 Implementing object pooling for high-intensity gore
- 11:06 Creating dynamic, expanding blood pools
- 12:30 Final demo: The complete optimized system
Original Output
0:00 Showcasing the satisfying Godot gore system 1:43 Coding blood decals with precise alignment 2:46 How to optimize gore for multiple enemies 4:00 Efficient dismemberment using bone scaling 5:20 Fixing physics with box-collider gibs 6:38 Adding blood trails and landing logic 8:00 Saving performance with static gib deactivation 9:28 Implementing object pooling for high-intensity gore 11:06 Creating dynamic, expanding blood pools 12:30 Final demo: The complete optimized system Timestamps by StampBot 🤖 (527-godot-4-6-2-gore-tutorial-serious-project-devlog)
Unprocessed Timestamp Content
0:00 Satisfying gore system implemented in Godot game engine. 0:04 First-person shooter combat showcasing dismemberment and blood. 0:11 Basic ragdoll physics without advanced gore effects. 0:16 Comparing plain ragdolls to the full gore system. 0:22 Adding blood particle effects for impact visual feedback. 0:29 Dynamic blood decals splattering on surfaces. 0:37 Raycast system for accurate blood decal placement on ground and walls. 1:02 Examining Counter-Strike Source's bullet decal logic. 1:16 Blood decals in CS:S appear only when hitting low or from above. 1:24 GDScript function to project raycasts and apply decals effectively. 1:43 Code snippet for applying blood decals with precise normal alignment. 1:55 Decal rotation logic for realistic splatters on varied surfaces. 2:05 Optimizing shotgun's multiple pellet impacts to prevent lag. 2:24 Implementing a per-frame damage effect flag for efficiency. 2:32 Demonstration of optimized shotgun impacts on a single enemy. 2:46 The challenge of optimizing gore for multiple enemies simultaneously. 3:06 Introducing a global raycast limit per frame for performance. 3:27 Witnessing the global raycast limit in action during combat. 3:42 The initial approach to dismemberment using pre-made body parts. 4:00 Automated dismemberment by scaling bones to zero for efficiency. 4:15 GDScript loop for selectively scaling character bones and spawning gibs. 4:27 Observing automatic body part removal with generic gore chunks. 4:34 Crafting generic bloody gib models for versatile dismemberment. 5:08 Physics dilemma: spherical gibs endlessly rolling across terrain. 5:20 Switching gib collision shapes to boxes for stable physics simulation. 5:33 Testing gibs with box colliders for improved landing behavior. 5:43 Addressing clean gibs: adding dripping blood and landing decals. 6:06 Enabling contact monitoring on gibs to detect ground collisions. 6:12 The _integrate_forces function for gib impact logic. 6:38 Logic for gibs to leave blood decals and play sounds upon landing. 7:10 Ensuring gibs leave a blood trail without excessive decal spam. 8:00 Deactivating static gibs to save precious performance resources. 8:51 Performance challenge: explosive weapons spawning too many gibs. 9:05 Implementing a strict limit on active gore chunks at any time. 9:28 Reusing preloaded gibs from a pool to avoid runtime instantiation overhead. 9:51 Observing older gibs disappearing as new ones are spawned via pooling. 11:06 Enhancing visual gore with dynamically expanding blood pools under corpses. 11:28 Code for controlling the size and growth speed of blood pool decals. 12:30 Final comprehensive demo of optimized gore system in action. 13:08 Shooting dead bodies dynamically dismembers them into gory chunks. Timestamps by StampBot 🤖 (527-godot-4-6-2-gore-tutorial-serious-project-devlog)