Hi everybody. We can take a look at the next episode — the seventh one already — of our series about raymarching technology, which we use for modeling 3D scenes in 2D shaders. This time, we’ll focus on a simple algorithm that allows us to repeat the display of an object infinitely, without the need to write any complex code. #Godot #Godot4 #GodotEngine #GodotTips #shaders #devlog #indiedev
https://www.youtube.com/watch?v=8Hqi-eZlGC4
Here's a weird one: properties add a significant overhead compared to a standard variable in #gdscript. I noticed this when recording a video on how great properties are and when I went to test the performance hit to show that it's better than just having a function, I found it was actually *worse* than just having a function. Moreover, `Object.get` is significantly slower than I realized (kind of shocking, honestly).
A new version of GOAT (1.1.3) is now available in the Asset Lib
https://godotengine.org/asset-library/asset/2108
Changelog:
* inventory items are now loaded at the beginning of the game
* the full structure of GOAT's configuration directory is no longer required (missing folders will be treated as empty resources)
* bugfix: double-click on .dialogue files correctly opens the embedded Dialogue Manager
Release link:
https://github.com/miskatonicstudio/goat/releases/tag/v1.1.3
Hi everybody. This is the sixth part of our tutorial dedicated to rendering 3D scenes using shaders and raymarching technology. This time, I’d like to try improving the materials by adding textures, which we’ll pass into the shader using new uniform parameters, and briefly explain how so-called triplanar mapping works. #Godot #Godot4 #GodotEngine #GodotTips #shaders #devlog #indiedev
https://www.youtube.com/watch?v=U5SL6bojCek
Hey everyone! Today's tutorial is a little bit special because it covers an effect that has been part of my Godot Shader Pack for several weeks now. However, I believe it deserves a more detailed explanation for those who not only want to use this shader but also understand how it works. So, let’s get into it. #Godot #Godot4 #GodotEngine #GodotTips #shaders #devlog #indiedev
https://www.youtube.com/watch?v=mwbgj31Q_do
Hi everyone! We've already had a spiral tunnel, a circular tunnel, and a triangular tunnel. How about trying a square or rectangular one this time, which could resemble a classic dungeon-style game? It's pretty simple, so let's get to it. #Godot #Godot4 #GodotEngine #GodotTips #shaders #devlog #indiedev
https://www.youtube.com/watch?v=KmjMSC_xT0s
Would you like to add great-looking visual effects to your game made in the Godot Engine? Then you're in the right place! This pack contains 80 shaders from my own collection, ready to use immediately in any free or commercial product.
Hey everybody! Let's go back to two dimensions, and take a look at how to create the effect you're currently seeing in the background of this video. It's basically something like a kaleidoscope, for which we need a source image and parameters like the number of segments, or the rotation speed. So let's go ahead and program this shader. #Godot #Godot4 #GodotEngine #GodotTips #shaders #devlog #indiedev
https://www.youtube.com/watch?v=0-G_MOQk82I
https://gdscript.live now supports Godot 4.5-dev3 :)
I still want to find a way to automate updates, but at least it's something I've got down to only taking a couple minutes.
Hey everybody! Recently, we created a shader that simulated an analog clock using polar coordinates, and we'll stick with this type of display a little longer. This time, I'll demonstrate how to program a fully customizable spinner based on similar principles. So, let's start coding! #Godot #Godot4 #GodotEngine #GodotTips #shaders #devlog #indiedev
https://www.youtube.com/watch?v=KS67q_pOcD0
The Night Museum is now available on Steam:
https://store.steampowered.com/app/3456200/The_Night_Museum/
It's something.... really simple algorithm, but works for a dungeon crawler game... don't know if I make a game out of it
Hi everybody! I hope the previous episodes have piqued your interest and that you're motivated to learn more tricks for rendering a 3D scene in 2D shaders. #Godot #Godot4 #GodotEngine #GodotTips #shaders #devlog #indiedev
https://www.youtube.com/watch?v=LTZMg2L13Uk
There will be a cool Godot event in Karlsruhe, Germany on May 24th and 25th:
Of course, there are signals for basically every event that the player could cause. This is to make it easy for you to drive animations, sound effects, and particle effects via the player controller without needing to write more code (very nice for prototyping and non-code-oriented developers).
Been working for the past couple days on a parametric player controller for 2D platformers in #godotengine #Godot4 with the main goal of making it easier for designers to focus on levels and their own mechanics rather than fiddling with unintuitive, physics-facing values like acceleration rate and jump velocity.
Current features include wall jumping, double/triple/etc. jumping, wall sliding, coyote time, and input buffering. All of these are data-driven and easy to update (including at runtime)
Hi everyone! Do you remember the digital clock shader I created here some time ago? It was one of the first 2D shaders I used in a 3D project, and the result looked very usable. I think a shader simulating a classic analog clock could have a similar application, and that's exactly what we'll be creating today. #Godot #Godot4 #GodotEngine #GodotTips #shaders #devlog #indiedev
https://www.youtube.com/watch?v=1KOGr3CovRw
Hi everyone! In this video, I would like to demonstrate a shader that reacts to mouse clicks and movements. It is a variation of a shader displaying the Mandelbrot set, which I created here about a year ago. This time, however, we will enhance it by adding the Julia set at a point chosen by the user, and we will add more control elements, all of which will be controlled by the mouse. #Godot #Godot4 #GodotEngine #GodotTips #shaders #devlog #indiedev
https://www.youtube.com/watch?v=zQYqRHL6V8E
Is there any benefit/point of statically typing a constant?