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Add README files to 3D demos

Aaron Franke 5 years ago
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7e0032eb8e

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3d/ik/README.md

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+# 3D Inverse Kinematics
+
+This is an example of different Inverse Kinematic algorithms
+implemented in Godot. It contains four scenes, showing
+different ways they can be used.
+
+Language: GDScript
+
+Renderer: GLES 3
+
+## How does it work?
+
+This demo shows how to implement IK using two different methods. One uses the
+[`SkeletonIK`](https://docs.godotengine.org/en/latest/classes/class_skeletonik.html)
+node which is built into Godot. The other method is using a script
+called FABRIK (inside of the SADE plugin) for inverse kinematics.
+
+## Screenshots
+
+![Screenshot](screenshots/cube.png)
+
+![Screenshot](screenshots/fps_gun.png)

+ 1 - 1
3d/ik/project.godot

@@ -15,7 +15,7 @@ _global_script_class_icons={
 
 [application]
 
-config/name="3D IK"
+config/name="3D Inverse Kinematics"
 run/main_scene="res://look_at_ik.tscn"
 config/icon="res://icon.png"
 

+ 0 - 0
3d/ik/screenshots/.gdignore


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3d/ik/screenshots/cube.png


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3d/ik/screenshots/fps_gun.png


+ 21 - 0
3d/kinematic_character/README.md

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+# 3D Kinematic Character
+
+Kinematic character demo for 3D using a cube for the character.
+This is similar to the 2D platformer demo.
+
+Language: GDScript
+
+Renderer: GLES 3
+
+## How does it work?
+
+This demo uses a [`KinematicBody`](https://docs.godotengine.org/en/latest/classes/class_kinematicbody.html)
+for the player, and [`StaticBody`](https://docs.godotengine.org/en/latest/classes/class_staticbody.html)
+for the level. Each has colliders, the player moves itself via
+`move_and_slide()` in `_physics_process()`, and collides with the level.
+
+## Screenshots
+
+![Screenshot](screenshots/ingame.png)
+
+![Screenshot](screenshots/editor.png)

+ 0 - 0
3d/kinematic_character/screenshots/.gdignore


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3d/kinematic_character/screenshots/editor.png


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3d/kinematic_character/screenshots/ingame.png


+ 17 - 0
3d/material_testers/README.md

@@ -0,0 +1,17 @@
+# Material Testers
+
+This demo includes many sphere-like objects with complex materials,
+for the purpose of showcasing Godot's rendering capabilities.
+
+This demo was featured at the beginning of the
+[Godot 3.0 trailer](https://www.youtube.com/watch?v=XptlVErsL-o).
+
+Language: GDScript
+
+Renderer: GLES 3
+
+## Screenshots
+
+![Screenshot](screenshots/stones.png)
+
+![Screenshot](screenshots/mirror.png)

+ 1 - 2
3d/material_testers/project.godot

@@ -15,7 +15,7 @@ _global_script_class_icons={
 
 [application]
 
-config/name="Material Tester"
+config/name="Material Testers"
 run/main_scene="res://material_tester.tscn"
 config/icon="res://icon.png"
 
@@ -36,4 +36,3 @@ multithread/thread_rid_pool_prealloc=60
 
 vram_compression/import_etc2=false
 quality/filters/msaa=2
-environment/default_environment="res://default_env.tres"

+ 0 - 0
3d/material_testers/screenshots/.gdignore


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3d/material_testers/screenshots/mirror.png


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3d/material_testers/screenshots/stones.png


+ 14 - 0
3d/navmesh/README.md

@@ -0,0 +1,14 @@
+# 3D Navigation Mesh
+
+Navigation mesh demo for 3D scenes, with a character
+able to pathfind around a complex 3D environment.
+The navigation path is drawn using a line.
+Code is provided for polyline following in 3D.
+
+Language: GDScript
+
+Renderer: GLES 3
+
+## Screenshots
+
+![Screenshot](screenshots/nav.png)

+ 1 - 1
3d/navmesh/project.godot

@@ -15,7 +15,7 @@ _global_script_class_icons={
 
 [application]
 
-config/name="Navmesh Demo"
+config/name="3D Navigation Mesh"
 run/main_scene="res://navmesh.tscn"
 config/icon="res://icon.png"
 

+ 0 - 0
3d/navmesh/screenshots/.gdignore


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3d/navmesh/screenshots/nav.png


+ 16 - 0
3d/platformer/README.md

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+# 3D Platformer
+
+3D Platformer demo using a
+[`KinematicBody`](https://docs.godotengine.org/en/latest/classes/class_kinematicbody.html).
+It uses similar code to the 2D platformer, but implemented in 3D.
+It also features audio reverberation (it sounds echo-y).
+
+Language: GDScript
+
+Renderer: GLES 3
+
+## Screenshots
+
+![Screenshot](screenshots/face.png)
+
+![Screenshot](screenshots/shoot.png)

+ 0 - 0
3d/platformer/screenshots/.gdignore


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3d/platformer/screenshots/face.png


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3d/platformer/screenshots/shoot.png


+ 27 - 0
3d/truck_town/README.md

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+# Truck Town
+
+This is a demo implementing different types of trucks of
+varying complexity using vehicle physics.
+
+Do not be surprised if everything is bouncy and glitchy,
+Godot's physics system is not polished and will likely be
+reworked in the future.
+
+Language: GDScript
+
+Renderer: GLES 2
+
+## How does it work?
+
+The base vehicle uses a
+[`VehicleBody`](https://docs.godotengine.org/en/latest/classes/class_vehiclebody.html)
+node. The trailer truck is tied together using a
+[`ConeJointTwist`](https://docs.godotengine.org/en/latest/classes/class_conetwistjoint.html)
+node, and the tow truck is tried together using a chain made of
+[`RigidBody`](https://docs.godotengine.org/en/latest/classes/class_rigidbody.html)
+nodes which are pinned together using
+[`PinJoint`](https://docs.godotengine.org/en/latest/classes/class_pinjoint.html) nodes.
+
+## Screenshots
+
+![Screenshot](screenshots/tow.png)

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3d/truck_town/screenshots/.gdignore


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3d/truck_town/screenshots/tow.png


+ 4 - 0
mono/2.5d/README.md

@@ -4,6 +4,10 @@ This demo project shows a way to create a 2.5D game in Godot by mixing 2D and 3D
 
 Note: There is a GDScript version available [here](https://github.com/godotengine/godot-demo-projects/tree/master/misc/2.5d).
 
+Language: [C#](https://docs.godotengine.org/en/latest/getting_started/scripting/c_sharp/index.html)
+
+Renderer: GLES 2
+
 ## How does it work?
 
 Custom node types are added in a Godot plugin to allow 2.5D objects. Node25D serves as the base for all 2.5D objects. Its first child must be a 3D Spatial, which is used to calculate its position. Then, add a 2D Sprite (or similar) to display the object.