Thank you! It definitely was the main inspiration for it π
@kelvinvanhoorn.com
Working on a platformer game at @smallleapstudio.com Experienced Technical Artist π§ MSc. of Applied Physics π§² Loves stylized rendering ποΈ Personal website: http://kelvinvanhoorn.com #GameDev #IndieDev #Godot #Shader #VFX #TechArt #TechArtist
Thank you! It definitely was the main inspiration for it π
Made some cool VFX π
#GodotEngine #VFX #Shader #GameDev #IndieDev
That is the plan π
I feel like audio is always like this, though not sure if that's just because I'm not that familiar with audio engineering π΅π€
Made some cool VFX π
#GodotEngine #VFX #Shader #GameDev #IndieDev
There's also the scope roller coaster, where you get the excitement of constantly adding new things and then relief of cutting it away again π’π
For me it also tends to be easier if it feels fast (even if it actually took quite a while), or if the time was specifically allotted for experimentation.
While definitely true, it remains hard to convince monkey brain that it wasn't wasted time π
That appears to be the issue, thank you! π
This was with Eevee, so I'll need to look into reducing the number of quads or set it up with cycles.
Another clip where I move 1 of the faces.
Anyone with more #Blender experience know what's going on here?
I got a bunch of quads instanced through a particlesystem. It looks okay in perspective view, but when you go orthographic you get these black parts. I think it has to do with quads being exactly on top of each other?
If it was made as a modern TV series they probably wouldn't have left the shire until episode 3 π
Happy birthday π₯³
I wanted to make my shader beginner guides focus on one topic so it isn't overwhelming. That topic is UVs.
In Part 2 we go over some simple math to offset, scale, tile and rotate textures using UVs. Let me know if you find it helpful;
bun3d.com/tutorials/uv...
#godot #godotengine #indiedev
Working on some interactions with the world transition, by adding a `shout` ability and shrines that can be activated to reveal the world.
Don't mind me misjudging that jump π
#ScreenshotSaturday #GameDev #IndieDev #GodotEngine
Working on some interactions with the world transition, by adding a `shout` ability and shrines that can be activated to reveal the world.
Don't mind me misjudging that jump π
#ScreenshotSaturday #GameDev #IndieDev #GodotEngine
The grass instances are created through multimeshes.
The interaction takes place in the grass blade's shader, which uses its world position to read from the 3D interaction texture. Here it just reads the value and scales down accordingly.
Portal's out! The base is free of course (including all the shaders, controller script and animations), but if you want to support me I made some presets too!
Link: binbun3d.itch.io/godot-portal...
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The heart is also generated π€
Guess I'm making portals now. Maybe I could use the stencil buffer somehow here.
#godot #godotengine #godotshaders
They look good, but it might be tough to get them optimised and still looking crisp.
Are those raymarched clouds? πΆβπ«οΈ
Chonky triangle rat
New updates for my interactive guide about tweens!!!
Very excited about this one because it explains whats the deal with "if tween: tween.kill()"!
There are now 15+ fun pages that covers almost everything you need to truly understand #Godot tweens, for free!
qaqelol.itch.io/tweens
#GameDev #Dev
π
Without the snapping you get issues as a pixel gets spread out over several pixels on sub-pixel movement (there's probably a name for this).
Currently only 2 channels of the texture are used. One for the transition effect and one for interactor effects (such as grass being pushed down).
Some interesting titbits. The texture in the top left is a slice of the 3D texture.
It is centred on the camera, with currently a resolution where 1 pixel corresponds to 1m in the world.
The texture/camera movement happens in jumps of 1 pixel (i.e. the movement is snapped to a 1m grid).
You can do a lot of neat things with it, but there are also a million minute things that can go wrong with no clear errors π
Reworked how I keep track of points that interact with shaders (the colour transition and grass interaction) to a compute shader that writes to a 3D texture.
It can now handle a lot more points, and because it's a texture I can create trails π
#ScreenshotSaturday #GameDev #IndieDev #Shader
Reworked how I keep track of points that interact with shaders (the colour transition and grass interaction) to a compute shader that writes to a 3D texture.
It can now handle a lot more points, and because it's a texture I can create trails π
#ScreenshotSaturday #GameDev #IndieDev #Shader