doomgeneric
godot-xr-tools
doomgeneric | godot-xr-tools | |
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19 | 20 | |
1,068 | 446 | |
- | 3.4% | |
6.9 | 7.7 | |
7 days ago | 23 days ago | |
C | GDScript | |
GNU General Public License v3.0 only | MIT License |
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doomgeneric
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Doom-htop: The classic DOOM game over htop
But as was written somewhere else in the comments and as I wrote myself in the README, the hard work of making Doom more portable was done by the incredible project doom-generic which I forked: https://github.com/ozkl/doomgeneric
- What functions need to be changed when porting?
- Doomgeneric: Make porting Doom easier
- Doomgeneric: Make Porting Doom Easier
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Retrogame INSIDE a Godot game?
It can surely be implemented with a GDNative add-on (3.x) or GDExtension (4.0). Someone on the Godot Contributors Chat is looking into integrating doomgeneric with GDNative, so you can play Doom within Godot :)
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Just picked these up from sams club, I will try to get Doom running on it
You also could alternatively start from https://github.com/ozkl/doomgeneric and all you'd have to do is feed it functions for drawing to the display and getting inputand
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Is there a way i can convert DooM it to lua?
Another alternative is to compile Doom to an intermediate representation and a corresponding virtual machine in Lua. Then you build something like https://github.com/ozkl/doomgeneric where you only need to implement a handful of platform specific functions.
godot-xr-tools
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Godot 4.1 Is Released
It’s a dream compared to UE. I tried on and off over a couple years to power through building some toy VR apps in UE and was never really able to make much progress past their prefab maps. It’s just so freaking complex that, IME, the fun of the process gets crushed under the weight of making zero forward progress.
As I started a NixOS immersion program a few months back I was looking for a new platform that I col could do 100% of my dev on Lunux. Ran into godot searching vids on YouTube and was really impressed with the workflows so I installed godot and steam (home.packages = [ pkgs.unstable.godot_4 pkgs.steam ]). With openXR support built into godot 4, it automatically picked up the shared lib that stream dropped and in under an hour was walking around using my index and Vive in a VR env and could also build a package for my son’s quest.
Within a month on-the-side I had built a tabletopesque tank battle game with a custom ray-based suspension over high poly terrain, particle effects, ballistic artillery, and a unique controller input scheme based on the tilt of the controllers (left for body rotation, right for turret). The physics engine is great, rocking the body on fire was simple as an inverse off the shell spawn vector, and the body properly rolls under both lateral and longitudinal axis by virtue of the damper shocks.
All that to say, I think the biggest difference is that with godot 90% of my effort, code, and time was spent writing implementation code for my game while on UE it was spent writing integration code.
You obviously miss out on hot topic things like nanite et al, but I learned a long time ago that fidelity has no correlation with an engaging game. The other con will likely be around performance, it’s passable at 90hz, but if you want to start hitting framerates like 144hz, the critical code will probably need to drop to C++ using GDExtention.
I’ve also noticed that, with the popularity gaining in gltf, that it was rather trivial to find little assets with native support.
I’d recommend watching some vids on creating VR apps, and another great resource, if you want to grok the interface code is godot’s open-xr-toolkit project: https://github.com/GodotVR/godot-xr-tools/tree/master/addons...
- AR for mobile devices?
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Question on VR game development.
It probably depends on what you want to do and if you want this to be a career. If you want to do this as a hobby and the functions you need are described in this toolkit, then I would give Godot a try as the fastest way to try your idea and get up and running and have fun: https://github.com/GodotVR/godot-xr-tools/tree/master/addons/godot-xr-tools/functions. If you want heavy physics based actions like boneworks with a full body avatar, then yeah go unreal or Unity. If you want to try to get hired by a VR studio, then unreal or Unity.
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Released the Cruelty Squad VR mod made with Godot's OpenXR and XRTools Assets! 2 months of work, but it's been fun. (Github link in comments)
Using Godot (actually the engine is 3.3 in game, but I used 3.5 in the editor), and using basically every one of the XR tools: https://github.com/GodotVR/godot-xr-tools
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Align kinematic body with up direction
Hi although developed for VR I wonder if this might give you some ideas: https://github.com/GodotVR/godot-xr-tools/blob/master/scenes/sphere_world_demo/sphere_world_demo.tscn
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Retrogame INSIDE a Godot game?
There is also a 2din3d object in the xrtools I think that allows you to assign a scene via code if you wanted to make a mame machine. https://github.com/GodotVR/godot-xr-tools/wiki/PointerAndUI
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Last VR conversion of the year, /u/slaiyn and team’s Solar Gardener. Thanks to everyone for so much support this year helping me learn Godot!
Godot XR Asset and XR Tools asset, making it 100x easier to make these VR conversions, and especially MalcolmNixon who jumped in and literally created an extension of XRTools for the purpose of walking on planets for this project that now everyone can use: https://github.com/GodotVR/godot-xr-tools.
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I am Robi-Man!
XR Tools asset: https://github.com/GodotVR/godot-xr-tools
- what's the state of VR in godot 4?
- Does godot work with the quest 2? (if so... tutorials?)
What are some alternatives?
esp32-doom - A proof-of-concept port of PrBoom to the ESP32. Needs psram hardware.
RelEcs - A lightweight and easy to use entity component system with an effective feature set for making games.
Craft - A simple Minecraft clone written in C using modern OpenGL (shaders).
godot_openxr - (Maintenance mode) OpenXR drivers for the Godot Game Engine v3.x
DOOM - DOOM Open Source Release
godot-console - In-game console for Godot 3.
bareDOOM - DOOM ported to run within the barebox bootloader
Godot-XR-Avatar - a MIT Licensed VR avatar for the Godot Engine
TI-84-CE-DooM - A version of DooM for the TI-84 CE written in C.
godot-proposals - Godot Improvement Proposals (GIPs)
nanoprintf - The smallest public printf implementation for its feature set.
clojure-vr