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GitHub Actions: Check URLs using lychee (#1169)
This makes it possible to be aware of dead links and replace them with other resources (such as archived versions) as soon as possible.
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@@ -11,7 +11,7 @@ Renderer: Forward+
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## How does it work?
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This demo shows how to implement IK using two different methods. One uses the
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[`SkeletonIK`](https://docs.godotengine.org/en/latest/classes/class_skeletonik.html)
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[`SkeletonIK3D`](https://docs.godotengine.org/en/latest/classes/class_skeletonik3d.html)
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node which is built into Godot. The other method is using a script
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called FABRIK (inside of the SADE plugin) for inverse kinematics.
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@@ -29,11 +29,11 @@ Check out this demo on the asset library: https://godotengine.org/asset-library/
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The base vehicle uses a
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[`VehicleBody3D`](https://docs.godotengine.org/en/latest/classes/class_vehiclebody3d.html)
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node. The trailer truck is tied together using a
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[`ConeJointTwist`](https://docs.godotengine.org/en/latest/classes/class_conetwistjoint.html)
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[`ConeJointTwist3D`](https://docs.godotengine.org/en/latest/classes/class_conetwistjoint3d.html)
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node, and the tow truck is tried together using a chain made of
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[`RigidBody3D`](https://docs.godotengine.org/en/latest/classes/class_rigidbody3d.html)
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nodes which are pinned together using
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[`PinJoint`](https://docs.godotengine.org/en/latest/classes/class_pinjoint.html) nodes.
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[`PinJoint3D`](https://docs.godotengine.org/en/latest/classes/class_pinjoint3d.html) nodes.
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## Screenshots
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@@ -14,7 +14,7 @@ Check out this demo on the asset library: https://godotengine.org/asset-library/
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Each chunk is a
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[`StaticBody3D`](https://docs.godotengine.org/en/latest/classes/class_staticbody3d.html)
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with each block having its own
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[`CollisionShape`](https://docs.godotengine.org/en/latest/classes/class_collisionshape.html)
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[`CollisionShape3D`](https://docs.godotengine.org/en/latest/classes/class_collisionshape3d.html)
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for collisions. The meshes are created using
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[`SurfaceTool`](https://docs.godotengine.org/en/latest/classes/class_surfacetool.html)
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which allows specifying vertices, triangles, and UV coordinates
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@@ -30,7 +30,7 @@ are two terrain types, random blocks and flat grass. A more
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complex terrain generator is out-of-scope for this demo project.
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The player can place and break blocks using the
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[`RayCast`](https://docs.godotengine.org/en/latest/classes/class_raycast.html)
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[`RayCast3D`](https://docs.godotengine.org/en/latest/classes/class_raycast3d.html)
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node attached to the camera. It uses the collision information to
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figure out the block position and change the block data. You can
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switch the active block using the brackets or with the middle mouse button.
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@@ -40,7 +40,7 @@ Settings are stored inside of an
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[AutoLoad singleton](https://docs.godotengine.org/en/latest/getting_started/step_by_step/singletons_autoload.html)
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called "Settings". This class will automatically save
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settings, and load them when the game opens, by using the
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[`File`](https://docs.godotengine.org/en/latest/classes/class_file.html) class.
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[`FileAccess`](https://docs.godotengine.org/en/latest/classes/class_fileaccess.html) class.
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Sticking to GDScript and the built-in Godot tools, as this demo does, is
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quite limiting. If you are making your own voxel game, you should probably
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