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Replace instances of KinematicBody with CharacteBody in READMEs
KinematicBody was replaced by CharacterBody in Godot 4.0. This also adds the 3D suffix to 3D physics classes.
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@@ -16,11 +16,11 @@ Check out this demo on the asset library: https://godotengine.org/asset-library/
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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.
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Inside of Node25D, a 2.5D transformation matrix made of three `Vector2`s is used to calculate the 2D position from the 3D position. For getting a 3D position, this project uses KinematicBody and StaticBody (3D), but these only exist for math - the camera is 2D and all sprites are 2D. You are able to use any Spatial node for math.
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Inside of Node25D, a 2.5D transformation matrix made of three `Vector2`s is used to calculate the 2D position from the 3D position. For getting a 3D position, this project uses CharacterBody and StaticBody (3D), but these only exist for math - the camera is 2D and all sprites are 2D. You are able to use any Spatial node for math.
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Several view modes are implemented, including top down, front side, 45 degree, isometric, and two oblique modes. To implement a different view angle, all you need to do is create a new set of basis vectors in Node25D, use it on all instances, and of course create sprites to display that object in 2D.
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The plugin also adds YSort25D to sort Node25D nodes, and ShadowMath25D for calculating a shadow (a simple KinematicBody that tries to cast downward).
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The plugin also adds YSort25D to sort Node25D nodes, and ShadowMath25D for calculating a shadow (a simple CharacterBody that tries to cast downward).
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## Screenshots
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