Chapters: 0:00 Intro 0:44 Environment Setup 1:40 Google Play Console + Google Cloud Platform 14:27 Godot Android Custom Builds 19:32 Downloads and Project Setup 23:15 Signing into Google Play Services 30:37 Debugging Tips
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Godot Dragonbones is a custom Godot engine build with the godot_dragonbones module that I am maintaining and distributing. It provides full-featured, 2D Skeletal animation support for the DragonBones API; a free, open source alternative to Spine: 2D Skeletal Animation.
Godot Google Play Services on Android in 30 minutes!Ozzadar Dev2020-12-03 | Follow along as I show you how to add Google Play Services to your Godot Android projects!
Chapters: 0:00 Intro 0:44 Environment Setup 1:40 Google Play Console + Google Cloud Platform 14:27 Godot Android Custom Builds 19:32 Downloads and Project Setup 23:15 Signing into Google Play Services 30:37 Debugging Tips
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Godot Dragonbones is a custom Godot engine build with the godot_dragonbones module that I am maintaining and distributing. It provides full-featured, 2D Skeletal animation support for the DragonBones API; a free, open source alternative to Spine: 2D Skeletal Animation.
If you're interested in using this in your projects but would like more guidance, leave a comment letting me know what you'd like me to explain next.
#godot #android #googleplayZiglings - Exercises 59-65Ozzadar Dev2025-08-02 | ...Ziglings - Exercises 45-58Ozzadar Dev2025-05-05 | ...Ziglings - Exercises 21-44Ozzadar Dev2025-04-16 | Decided I wanted to see how developing games in Zig feels. For that, I need to learn Zig a little bit.
Therefore, going to work through Ziglings and then take a stab at making a little engine.Ziglings - Exercises 01-20Ozzadar Dev2025-03-14 | Decided I wanted to see how developing games in Zig feels. For that, I need to learn Zig a little bit.
Therefore, going to work through Ziglings and then take a stab at making a little engine.Simple (ish) C++ Command Line Library - OzzCommandLineOzzadar Dev2025-01-22 | Repository Link: github.com/Ozzadar/OzzCommandLine
Was fun to make a video again. I'll try and post more about some of the things I'm working on just so I can go back and look at it.Linux OpenXR Lets figure out inputOzzadar Dev2023-06-13 | Powered by Restream restream.ioCan you make them boobs? | OpenXR AdventuresOzzadar Dev2023-06-13 | Request from a view to make boobs out of my cubes. Was kinda fun.
I try and stream every monday night EST.Linux OpenXR Lets figure out inputOzzadar Dev2023-06-13 | Powered by Restream restream.io👓🕹 Gimme some head.... movement | Linux VR Vulkan 👓🕹Ozzadar Dev2023-06-03 | ...👓🕹 Linux VR Vulkan Building Out A Renderer 👓🕹Ozzadar Dev2023-05-30 | ...👓🕹 Linux VR Vulkan Building Out A Renderer 👓🕹Ozzadar Dev2023-05-30 | ...Vulkan Vertex + Index Buffers | Cross Platform Game Engine DevelopmentOzzadar Dev2022-07-03 | In this lesson, we're going to create our vertex and index Vulkan buffers in order to easily create objects on the GPU for future rendering. By the end of this video, you'll have the ability to upload arbitrary mesh data to the GPU and render it on screen.
We're going to be removing the triangle from our Vulkan renderer, abstract our file system layer a little bit, and by the end have two differently colored triangles.
Appreciate the content? Show your appreciation here: paypal.me/ozzadar
Chapters: 00:00:00 Intro 00:00:50 Adding Vulkan Memory Allocator dependency 00:04:27 Describing the desired interface 00:15:04 Creating Vertex/Index Buffer abstract classes 00:19:51 Creating Vertex data type 00:22:00 Filling Vertex data from shaders 00:24:40 Renderer Implementation for Vulkan 00:26:21 Vertex/Index Buffers Vulkan implementation 01 00:42:15 Creating Vulkan Memory Allocator 00:49:17 Vertex/Index Buffers Vulkan implementation 02 01:15:26 Updating vertex shader source 01:18:41 Silencing VMA clang warnings 01:20:04 Creating Vulkan Vertex Bindings and Attributes 01:33:27 BONUS: updating vk-bootstrap dependencyVulkan Shader Class | Cross Platform Game Engine DevelopmentOzzadar Dev2022-03-07 | In this lesson, we're going to create our Vulkan Shader abstraction which will allow us to instantiate and use multiple shaders at a time within our application.
We're going to be removing the shader code from our vulkan renderer, abstract our file system layer a little bit, and by the end have two differently colored triangles.
Appreciate the content? Show your appreication here: paypal.me/ozzadarMoltenVK and Mac OS X Support | Cross Platform Game Engine DevelopmentOzzadar Dev2022-02-19 | In this lesson, we're going to make a few adjustments to the codebase in order to compile and run our Vulkan renderer on Mac OSX using MoltenVK.
This will complete the process for ensuring that the engine runs on all three desktop platforms: Windows, OS X and Linux.
Join me next time when we create our shader abstraction and start doing a lot more interesting things!
Appreciate the content? Show your appreication here: paypal.me/ozzadarFiguring out the corporate website with React and DjangoOzzadar Dev2021-12-28 | Recently we outsourced the building of our corporate website. While overall I think it did fairly well, there are some things that I want to change over time which requires me to figure out how Django works.
I would also like to dockerize the entire thing and build a deployment pipeline around it.Super Mario World 96exit CasualOzzadar Dev2021-12-24 | Last stream it was pointed out to me that quality settings weren't set up correctly. I went through and changed some settings and am giving this a shot now.
Will be playing Super Mario World and answering random programming related questions if there are any.
Channel Discord can be found here if you need to reach me directly: discord.gg/QnyRAtGQrfIntroduction to Game DevelopmentOzzadar Dev2021-12-20 | In preparation for a Game Jam we're throwing on the SNHU CS Hangout Discord, I'll be showing some basic game development concepts, flows and answering questions.
Channel Discord can be found here if you need to reach me directly: discord.gg/QnyRAtGQrfGodot 3.3 Google Play Services and Android ExportsOzzadar Dev2021-09-26 | I have received many questions and requests around my previous Google Play Services and Android Exports lessons. Specifically in implementing them in Godot 3.3.
Due to the volume of requests, I thought it was time to put out an updated guide for the newer version.
In this lesson, we create a new Godot 3.3 project, configure Android Exports and follup by enabling and configuring the Google Play Services plugin.
00:00 Intro 01:30 Acquiring the Engine and export templates 02:30 Creating the Project 04:12 Creating debug keystore 08:00 Configuring Android Exports 11:38 Adding basic project files 13:45 Installing Google Play Service Plugin 20:30 Configuring App on Google Play Console 33:00 Writing Scripts for Signing into Google Play 43:30 TIPS FOR ERROR 4 44:45 Creating builds for Google Play StoreC++ Chat Client and Server using Boost Networking TS | C++ in 2021Ozzadar Dev2021-09-22 | In this lesson, we build upon the knowledge we gathered last time to create a more full-featured c++ chat application by abstracting the forward compatible networking TS stuff from the Boost library into our own networking stack.
Next time, we'll look at transmitting data objects in order to give ourselves the ability to parse user data and have proper MUD game interactions.
Chapters 00:00 Introduction 00:56 Repository 01:15 Recap + Minor refactor 03:00 Fleshing out the TCP Server 13:45 Telnet for testing 15:00 TCP Connections on the server 33:15 Broadcasting messages 37:34 Writing the chat server with our library 49:55 Adding a TCP Client class to the library 01:07:41 Writing our chat clientAdding SDL (Preparing for Android and Web exports) | Cross Platform Game Engine DevelopmentOzzadar Dev2021-09-12 | What's up guys?
In this lesson, I add an SDL Windowing class to the engine in order to prepare for Android and Web exports in future videos. I show off an example project with Desktop, Android, and Web support using SDL that you can use immediately.
In a future video, we will properly implement the Android and Web exports as well as add OpenGL support!
0:00 Intro 01:10 Cite your sources! 02:25 Android, SDL and Desktop toy engine showcase 07:43 Adding SDL window class to Youtube Game Engine 24:56 Future plansOzzadar Live StreamOzzadar Dev2021-09-05 | Tip Me Here: streamelements.com/ozzadar0/tipDevelopment Hangout (Preparing my Godot Android game for release)Ozzadar Dev2021-09-05 | Support the stream: https://ozzadar.live
Adding music, fixing bugs, and polishing my Godot Android game with Google Play integration.TCP Client Server Application | C++ in 2021Ozzadar Dev2021-08-22 | In this lesson, we go over the basics of network communication by creating a simple TCP Client and TCP Server using the Boost ASIO C++ libraries.
Due to the libraries being incompatible with C++ 20 modules, I walk you through the process of creating a new CMake project, downloading and including the libraries and then building out a basic "Hello, Network" application that sends a message to a client that connects to the server.
In future lessons, we'll expand on these applications as we delve into the various C++ topics with the end goal being to create a MUD (Multi-User Dungeon) application.
Chapters
00:00:00 So our story begins... 00:01:24 Setting up the CMake project 00:10:30 Adding the Boost library to our project 00:16:17 Creating a simple tcp server 00:24:00 Creating a simple tcp client 00:32:58 TCPServer class 01 | Building our Networking Library 00:46:15 TCPConnection class | Building our Networking Library 00:55:15 TCPServer class 02 | Building our Networking Library 00:58:49 Double checking and housekeeping (shared_from_this) 01:01:49 Using our library to create our tcp server 01:03:38 Testing client + server 01:05:05 Persistent Connections 01:09:47 Detecting dropped TCP connections 01:13:17 Potential Enhancements (Future videos) 01:19:26 Thanks for watching ( plz dont skip =] )Full Featured Controller / Mouse / Keyboard Input in GLFW | Cross Platform Game Engine DevelopmentOzzadar Dev2021-08-15 | In this lesson, we implement a fully-featured input manager with controller, keyboard, and mouse support in GLFW into our C++ cross-platform YouTube game engine.
This system provides support for mapping inputs to actions similar to the input systems in Unreal Engine, Unity, and Godot. I'll explain the theory behind the system, design an interface and then we'll jump in and implement the solution to completion.
Next time, we'll continue working on our Vulkan renderer in order to see these inputs in action on screen.
Chapters: 00:00:00 Intro 00:02:15 Feature Explanation (Software Engineering 01) 00:07:00 Interface Design (Software Engineering 02) 00:19:30 Offline Changes 00:21:00 Action Mapping System 00:39:50 Extending the Service Locator 00:49:27 Storing Input Device State 00:55:40 Main Input Loop (Generating Action Events) 01:17:30 Registering Input Devices with Input Manager 01:21:30 GLFW integration 01 (Keyboard + Mouse) 01:42:15 Debugging Session 01 (Bug fixes) 01:46:35 GLFW integration 02 (Keyboard + Mouse) 01:56:50 Verifying Implementation ( validating the flow + tweaks) 02:00:50 Using the Input Manager from our Game 02:20:35 Detecting Gamepads and Controller Input in GLFW 02:33:00 Debugging Session 02 (Some idiosyncracies with GLFW) 02:46:55 Collecting Gamepad State (buttons and axes) 03:05:24 Using Controllers in our Game! (IT WORKS!) 03:11:45 Conclusion, Next Steps, Homework ( plz don't skip thanks =] )How I Became a Game Developer with No CS Degree!Ozzadar Dev2021-08-06 | Hello everyone! This video will give you an abbreviated version of how I became a software engineer and professional game developer with no cs degree.
Thank you for 1000 subscribers!
I have hesitated to share my background through YouTube but had decided a while ago that I would start some talking-head pieces when I reach 1000 subscribers.
My schedule moving forward will focus on a rotating, 4 series schedule.
1) Godot Android Game Development 2) Cross-Platform Game Development (Vulkan) 3) C++ in 2021 4) A more personal, less instructional series. The exact format hasn't been decided but will address more of the soft skills involved in software engineering and game development.
What this means for you, is that each series should get a new entry roughly once a month considering my currently weekly upload schedule.
00:00 Intro 00:40 Personal Background 01:32 Moving to Vietnam 04:00 First Technologies and "Real" Development Experience 06:35 Freelancing 08:20 Desktop VR Developmnet 09:39 Getting Married 10:20 Creating Unreal Engine Courses 11:05 Getting My First "Real Job" as a Software Engineer 12:29 Losing My First "Real Job" =D 13:40 Cisco baby! 14:45 Professional Game Developer! (wut wut) 15:25 Advice For Making a Career ChangeAdMob for Android in Godot 3.x!Ozzadar Dev2021-07-30 | In this lesson, we finally add AdMob monetization into our Godot Android application! Follow along to learn how to implement AdMob banner ads, interstitials, and even rewarded ads!
In the next lesson of the series, we'll go through the process of releasing our little game to the Google Play Store. Due to the review processes involved, this may mean a slight delay before the next lesson in this series. Thanks for understanding :)
Chapters
00:00 Introduction 00:35 Admob Application Setup (Account) 07:45 Godot Admob Plugin Setup 19:00 Interstitial and Banner Ads 28:17 Rewarded AdsC++ Thread Tutorial - Command Queue | C++ in 2021Ozzadar Dev2021-07-23 | In this lesson, I introduce the C++ standard thread library by showing you how you can build a concurrent queue system.
We'll build upon this queue system in future lessons to achieve a multiple thread queue with thread pools and data sharing.
Reference Material: C++ Concurrency in Action: amzn.to/3iuSGLd
Chapters: 0:00 Intro 1:10 Github Repo 1:50 TaskManager Module Interface 4:50 Main Command Loop 11:35 std::thread basics 18:05 Implementing the Command Queue 31:00 Closing a thread / RAII 34:10 Joining threads ( Learning as we go ) 39:50 Demonstrating the Queue concurrency 42:00 Detaching Threads + Daemon Threads ( + live experimentation)Our First Vulkan Shaders! | Cross Platform Game Engine DevelopmentOzzadar Dev2021-07-16 | In this lesson, we create our first Vulkan GLSL Shaders, set up CMake to automatically compile them with the build, and render our first triangle!
In the next lesson, we will build out our basic input manager to demonstrate swapping out Vulkan Pipelines and set us up for camera controls in the future!
Screenshots extracted from Real Time Rendering 4th Edition: amzn.to/3r5vk2I
0:00 Intro 1:13 Vertex and Fragment shaders 8:30 Compiling Shaders (environment variables) 10:45 Compiling Shaders (CMake) 15:00 Load Shaders into Engine 26:50 Pipeline Builder (part 01) 30:40 Struct Initializers 48:00 Pipeline Builder (part 02) 55:05 Pipeline Layout 1:00:00 Create Triangle Pipeline 1:08:15 Draw MonoColor Triangle 1:09:30 Object Cleanup 1:11:35 Set Up Rainbow Triangle 1:16:30 RAINBOW TRIANGLE!!Add Android Achievements in Godot!Ozzadar Dev2021-07-09 | In this lesson, I show you how to implement android achievements in Godot!.
We go over hidden achievements, incremented achievements, and everything else you'll need for your own implementation in Godot.
We take a more live-coding approach to development this week due to time constraints for this one. Hope you understand! Feel free to ask any questions if I accidentally edited out something important while trimming out debugging times!
Chapters: 0:00 Intro 0:50 Google Play Console 5:09 Show Achievement List 11:35 Unlock First Achievement 15:23 Hidden + Step Achievements 20:55 Incremental Achievement 24:15 Complete API Summary DescriptionsFunction Pointers (InputManager Class) | C++ in 2021Ozzadar Dev2021-07-02 | In this lesson, I guide you through using c ++ function pointer and lambdas to store and invoke callbacks from anywhere in your applications.
This is demonstrated through a mock Input Manager that you might find in a game engine implementation.
We start off by mocking out the manager, support accepting c ++ function pointers and then enhancing the class to accept a wider set of functions using std::function and lambdas.
0:00 Intro 1:10 Designing the implementation 3:25 Creating the InputManager class 6:10 C Function Pointer 7:54 Continuing InputManager Implementation 11:15 Demonstrating Callbacks (Function Pointer) 15:20 std::function 16:50 std::bind - Binding object member function 23:45 C++ Lambdas (introduction, templates, auto) 31:45 Bound Lambdas (capturing `this`) 34:01 BONUS -- Blocking Input layers
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Godot Dragonbones is a custom Godot engine build with the godot_dragonbones module that I am maintaining and distributing. It provides full-featured, 2D Skeletal animation support for the DragonBones API; a free, open source alternative to Spine: 2D Skeletal Animation.
If you're interested in using this in your projects but would like more guidance, leave a comment letting me know what you'd like me to explain next.Intro to Vulkan - Building a Vulkan renderer | Cross Platform Game Engine DevelopmentOzzadar Dev2021-06-25 | Finally, we reach one of our bigger lessons: Intro to Vulkan. This time, I provide a fairly in-depth intro to the Vulkan API and go through the process of adding a Vulkan renderer to our game engine.
I thought about splitting this beast into multiple videos, but figured Youtube's Chapter system does a good enough job of allowing you to jump around to what you're looking for.
Chapters: 0:00 Intro 2:59 Getting Libraries 9:15 Vulkan Window 14:03 Detour: Namespacing 16:55 Renderer Interface 19:03 Provide Renderer Service 24:03 Vulkan Renderer Class 26:50 Setting up Render loop 30:45 Vulkan Helper files 37:08 Initialize Vulkan Core 1:02:11 Summary: Vulkan Core 1:02:40 Create Swapchain 1:12:24 Live Debugging =D 1:16:56 Summary: Errors we just fixed 1:17:51 Clean up on shut down 1:22:31 Command Queue, Pool, and Buffer 1:37:00 Setup Render Pass 1:47:00 Summary: Render Pass 1:49:31 Create Framebuffers 1:58:43 Render Frames (Clear Colour!) 2:24:38 It Renders! ___
Godot Dragonbones is a custom Godot engine build with the godot_dragonbones module that I am maintaining and distributing. It provides full-featured, 2D Skeletal animation support for the DragonBones API; a free, open source alternative to Spine: 2D Skeletal Animation.
If you're interested in using this in your projects but would like more guidance, leave a comment letting me know what you'd like me to explain next.Adding Google Play Leaderboards in Godot!Ozzadar Dev2021-06-18 | In this tutorial, I'll show you how to quickly and easily add Google Play Leaderboards to your Godot projects.
- Submit score to Google Play - Display built-in leaderboards screen - Query player's rank and hiscore to display in game
This lesson builds on what was covered in Godot Google Play Services on Android in 30 Minutes! youtu.be/Y3Bj7qww0Y0
Join me next time where we add achievements to our Android project.
Chapters: 0:00 Introduction 1:00 Repository 2:50 Project Structure (Overview) 4:12 Google Play Console Setup (Leaderboard creation) 6:00 Open Builtin Leaderboard View 9:10 Submit High Scores to Leaderboard 11:35 Retrieve Existing High score and Rank on Startup 17:43 Retrieve New Rank + High Score after score submissionOperator Overloading (Custom Vector Class) - C++ in 2021Ozzadar Dev2021-06-11 | In this lesson, we create an implementation of our own Vector class! We do so in the context of learning operator overloading including:
Chapters: 0:00 Intro 0:35 Follow ups from last lesson 2:50 Code Cleanup 3:55 Create Vector3 class 5:18 THEORY - Operator Overloading 16:50 +(addition) Operator 19:00 - (substraction) Operator 19:50 ostream operator 22:37 First usage / test 25:08 Vector * Scalar (Multiplication) operator (RHS) 26:05 Vector / Scalar (Division) operator (RHS) 27:37 Changing your Left Hand Operand (Multiplication) 29:50 Comparison Operator Overloads 35:00 (BONUS) Type wrapping for overloading builtin typesGame Engine Systems - Cross Platform Game Engine DevelopmentOzzadar Dev2021-06-04 | In this lesson, we bootstrap some game engine systems and provide an entry point to our client applications.
By the end we have a fully functional window system and a functional basic game loop in our game engine.
Next lesson, we'll be adding Vulkan to our project and clearing the window to a colour! (Exciting stuff!)
0:00 Intro 1:10 Entry Point 4:00 Main Game Class 9:25 Window System 19:05 Main Game Loop 24:00 Extensible Update Functions 27:10 Customizing the Window ___
Godot Dragonbones is a custom Godot engine build with the godot_dragonbones module that I am maintaining and distributing. It provides full-featured, 2D Skeletal animation support for the DragonBones API; a free, open source alternative to Spine: 2D Skeletal Animation.
If you're interested in using this in your projects but would like more guidance, leave a comment letting me know what you'd like me to explain next.Making an Android game in 4 hours! (Why I love Godot)Ozzadar Dev2021-05-28 | In order to show you how to integrate the various features of Google Play, we first needed an Android Game in Godot.
In this video, I show you how I made a game in 4 hours using Godot 3.3 with basic Google Play integration as described in my previous video.
As of June 8th 2021, I'm maintaining a fork so I can always have a working version. In addition, I've added a little functionality into the plugin: github.com/mauville-technologies/PGSGP/releases
Be sure to subscribe as in the next video, I'll show you how to add Leaderboards to your own project.
0:00 - Intro 0:45 - Series Plan 2:13 - Creating Art 3:27 - Setting Up the Godot Project 3:40 - Adding Physics (RigidBody) 4:30 - Gameplay loop 5:00 - Player Input 6:17 - Google Play Services (all aboard the struggle bus!) 7:29 - Gameplay Demo
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Godot Dragonbones is a custom Godot engine build with the godot_dragonbones module that I am maintaining and distributing. It provides full-featured, 2D Skeletal animation support for the DragonBones API; a free, open source alternative to Spine: 2D Skeletal Animation.
If you're interested in using this in your projects but would like more guidance, leave a comment letting me know what you'd like me to explain next.Spaceship Operator (Three Way Comparison) - C++ in 2021Ozzadar Dev2021-05-21 | C++20 added a new operator: the Spaceship (or Three Way Comparison) operator!
Follow along with this lesson to learn how to use this operator in its basic form. A future lesson will dive into supporting the new Three Way Comparison operator on your custom types.
0:00 Intro 1:25 Get Started 8:20 Convenience Functions 11:45 Module Templating ___
Godot Dragonbones is a custom Godot engine build with the godot_dragonbones module that I am maintaining and distributing. It provides full-featured, 2D Skeletal animation support for the DragonBones API; a free, open source alternative to Spine: 2D Skeletal Animation.
If you're interested in using this in your projects but would like more guidance, leave a comment letting me know what you'd like me to explain next.C++ Modules Tutorial in Visual Studio C++ in 2021Ozzadar Dev2021-05-17 | C++ 2021 comes with the exciting inclusion of modules, this is a tutorial for that!
Due to toolchain limitations, Visual Studio seems to be the best option for getting our feet wet with modules in C++. Follow along this tutorial to learn how!
If you're interested in acquiring reference material referenced throughout this course, please check:
0:00 Introduction 1:20 Setup 2:45 Project Setup 4:00 Create First File 5:35 First Module 12:15 Export All The Things!
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Godot Dragonbones is a custom Godot engine build with the godot_dragonbones module that I am maintaining and distributing. It provides full-featured, 2D Skeletal animation support for the DragonBones API; a free, open source alternative to Spine: 2D Skeletal Animation.
If you're interested in using this in your projects but would like more guidance, leave a comment letting me know what you'd like me to explain next.C++ in 2021 - Course PlanOzzadar Dev2021-05-17 | Are you trying to learn C++ in 2021, but are only finding old resources? Unable to find quality material on new C++17 and C++20 standards?
This course aims to help you grasp these concepts, and the language in general -- without filling your head with all the old nonsense you shouldn't be using anymore.
Godot Dragonbones is a custom Godot engine build with the godot_dragonbones module that I am maintaining and distributing. It provides full-featured, 2D Skeletal animation support for the DragonBones API; a free, open source alternative to Spine: 2D Skeletal Animation.
If you're interested in using this in your projects but would like more guidance, leave a comment letting me know what you'd like me to explain next.Channel Direction (Game Engine, C++, Godot)Ozzadar Dev2021-05-17 | A quick update on the status of the channel, and where I'm going to be putting my focus in the near / long term.
I hope none of this is too upsetting!
If you'd like to support the channel and learn something at the same time, check out Professional C++ by Marc Gregoire here: amzn.to/3bx7Bla
0:00 Intro 0:45 Game Engine Development 1:31 Godot Android + Google Play 2:10 C++ In 2021 ___
Godot Dragonbones is a custom Godot engine build with the godot_dragonbones module that I am maintaining and distributing. It provides full-featured, 2D Skeletal animation support for the DragonBones API; a free, open source alternative to Spine: 2D Skeletal Animation.
If you're interested in using this in your projects but would like more guidance, leave a comment letting me know what you'd like me to explain next.C++ Project Structure with CMake - Cross Platform Game Engine DevelopmentOzzadar Dev2021-04-29 | Learn how I am starting my journey in Cross Platform Game Engine Development using Vulkan, CMake and C++.
Intended as an introduction to CMake for developers with at least some existing exposure to C++.
This installment sets up the project structure and shows a basic service provider pattern for providing abstraction layers between your engine's external vs internal APIs.
Godot Dragonbones is a custom Godot engine build with the godot_dragonbones module that I am maintaining and distributing. It provides full-featured, 2D Skeletal animation support for the DragonBones API; a free, open source alternative to Spine: 2D Skeletal Animation.
If you're interested in using this in your projects but would like more guidance, leave a comment letting me know what you'd like me to explain next.Open Source Mario Maker Clone in GodotOzzadar Dev2021-03-14 | Last year, I decided I wanted to make a Mario Maker clone and landed on Godot as my engine of choice for the project.
I had come up with something very similar in concept to Mario Maker back in high school and always meant to take a crack at it.
If people want this to continue and support is raised, I will gladly take this project to completion. I've got some very neat ideas that I would like to get in; though there's still alot of work to be done.
Anyways, I'm glad to finally have put this together in a way that can be shared!
Please consider donating if any of my work has been useful to you.
Chapters: 0:00 Intro 0:59 Feature Tour 13:56 Godot Project 19:55 CastleDB for static asset database 23:10 Server + Database setup 28:50 Golang Server Development
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Godot Dragonbones is a custom Godot engine build with the godot_dragonbones module that I am maintaining and distributing. It provides full-featured, 2D Skeletal animation support for the DragonBones API; a free, open source alternative to Spine: 2D Skeletal Animation.
Artist: http://chriszabriskie.comExport Your Godot 3.2 Game to Android!Ozzadar Dev2020-09-28 | Follow along as I show you how to export your Godot Dragonbones projects to Android.
Chapters: 0:00 Intro 0:28 Installing export templates 1:28 Installing Android Studio 2:07 Installing OpenJDK 3:08 Setting up Android studio 4:00 Setting up ADB and JDK in Godot 5:09 Generating Debug Keystore 7:32 Adding Debug Keystore to Godot 7:43 Exporting your Game!
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Godot Dragonbones is a custom Godot engine build with the godot_dragonbones module that I am maintaining and distributing. It provides full-featured, 2D Skeletal animation support for the DragonBones API; a free, open source alternative to Spine: 2D Skeletal Animation.
If you're interested in using this in your projects but would like more guidance, leave a comment letting me know what you'd like me to explain next.Stronger Together - Godot Wild Jam 24 TrailerOzzadar Dev2020-08-23 | This is what I made for Godot Wild Jam 24. Not amazing; but I had fun =)
Godot Dragonbones is a custom Godot engine build with the godot_dragonbones module that I am maintaining and distributing. It provides full-featured, 2D Skeletal animation support for the DragonBones API; a free, open source alternative to Spine: 2D Skeletal Animation.
If you're interested in using this in your projects but would like more guidance, leave a comment letting me know what you'd like me to explain next.Godot Character Customization using Slot Swapping Dev ShowcaseOzzadar Dev2020-08-03 | Easy Character Customization in Godot using slot swapping -- now supported on development branches of Godot Dragonbones.
This feature and many bugfixes are planned for upcoming release 3.2.51 __
Godot Dragonbones is a custom Godot engine build with the godot_dragonbones module that I am maintaining and distributing. It provides full-featured, 2D Skeletal animation support for the DragonBones API; a free, open source alternative to Spine: 2D Skeletal Animation.
GET GODOT DRAGONBONES HERE: Free 2d skeletal animation in Godot for all major platforms! http://godotdragonbones.com
If you're interested in using this in your projects but would like more guidance, leave a comment letting me know what you'd like me to explain next.
Quickest way to get a hold of me is to join my discord here: discord.gg/bXMkFsgSWIMMING!Ozzadar Dev2020-07-31 | ...Hidden Blocks, Autotile, Kill PhysicsOzzadar Dev2020-07-31 | ...Actor conversions, stomp physics, minor refinementsOzzadar Dev2020-07-31 | ...City BackgroundOzzadar Dev2020-07-31 | ...Building a HUD with LeapMotion in Unreal Engine (Blueprints) [Part 2/2]Ozzadar Dev2016-05-07 | In this video we finish off the foundations of our HUD by making HUDObjects selectable and give the player the ability to move them. We also set it up so all HUDObjects always face the player.
In Part 1, we be set up the components of our HUD and spawning our HUD Objects into the world. Link to part 1: youtu.be/v225-jA1yX4
Unfortunately, this video is much longer than I wanted it to be so needs to be in 2 parts.
Disclaimer: You will want to have watched my Getting Started with LeapMotion in Unreal Engine video to understand the setting up at the beginning of the video in Part 1.