#GodotEngine graph editor nodes are so useful ! I think I'll use them for basic low-poly procedural mesh generation (... blender geometry nodes port to godot later ? π )
#GodotEngine graph editor nodes are so useful ! I think I'll use them for basic low-poly procedural mesh generation (... blender geometry nodes port to godot later ? π )
It's totally made out of built-in nodes only.
Oh, perhaps not at this extent.
As i feared, It's a mess π
Plus, I need basic QoL features like copy/paste cluster of node.
And certainly use GraphFrame.
But most importantly, "Proxy Bus" nodes.
#Godot #gamedev #procgen
The Flora Cellular Automaton Rules Editor is fully functional, even tho it lacks some QoL. Still working on Load/Save. It's a matter of minutes before I finish it.
Next, FUN: compile the content of this graph to a script, a compute shader or other and apply to terrain. #Godot #gamedev #procgen
Te in-app purchase must be me, from the doctor waiting room, coping with anxiety thanks to your game. Totally deserved π
In #Godot editor, you can create a new scene from previous copied nodes.
I've totally overlooked that feature until now !
#GodotTips
Flora cellular automaton rules editor is on its way to be fully operational. #progcen #godot #gamedev #solodev
What do you think about having an in-game graph editor for some gameplay features ? I'm asking myself about it ... perhaps not as a central feature. Perhaps more as an optional editor if the player want to customize their experience further. π€ I fear it could be too "heavyweight". #Godot #uiux
Definitely blue for now. Hoping for yellow.
Same here ;)
Trying to keep up the pace. Not easy those days with health issues, but i hope I'll be able to make some devlog on YT, even tho it seems to be a tremendous task ...
That sounds really promising ! Good job here. Any plan to carve such runes for other players to discover and perhaps unravel other players' mysteries/clues left behind ?
Out here typing in Doonrunes
Pretty fun.
#gamedev #indiedev #socialgame #godotengine #solodev
So, players will eventually establish a convention to communicate ?
I see. I'm "cheating" a bit cause I've chosen to constrain my terrain to something between 128x128 and 512x512. The player itself is scaled to 0.1 . But everything is justified by the lore ;) That old trick π
Only for terrain data. The terrain mesh, however, is computed once with the LoD and seams. Then you just have to "slide"(offset+rotation) the terrain data on it, and the vertex shader update the vertices heights. So, no CPU-based LoD, just terrain data streaming.
Ever tried the "wandering terrain" technique?
My tool to design flora cellular automata is progressing well. I love how #Godot already has so many nodes to make things easier, even putting 3D viewports in GraphNodes ! #gamedev #procgen
It's a good contender indeed π
With #Godot, you can make addons to add features to the IDE as tools to develop your game. But i prefer to make 'out of editor' tools because i secretly hope it'd lead to a "tool-as-a-game" (can we say TaaG ? π). It takes longer to make, but the potential benefit is so tempting !
Oh, ok. So there's some kind of data retention (like double buffering ?)
So, the shore mask is like a vector field ?
It won't, not on our watch ;) Perhaps I should take some time to review PRs and assess if they are AI slopped or not ...
Should have done it earlier. I was a long time supporter back in the days and never took the time to renew the membership at the foundation. Now, it's fixed :
#Godot
Let's start something new. I only have access to a low-end laptop. Time to work of my flora cellular automaton definition builder. Let's make something practical to use, with very short workflow. The `GraphEdit` node is fun to use, isn't it ? #godot #procgen
Mens sana in corpore sano ;)
I'm struggling to transform a macro-path so a smooth path correlated to the terrain bicubic BΓ©zier interpolation. Nominal cases work like a charm. But as always, there's edge cases : local minimum or smoothing deviating too much from the original path. And i'm still failing ... #gamedev #headache
I think I've found the issue ... and I'm sooooo dumb to not have found it ...
The struggle is real. I've tried 3 different methods.
1. Following terrain normals (fail if the source is unluckily placed),
2. Supersampling terrain and do some pathfinding (it's ugly).
3. Use terrain normals + macro paths and heuristics as a trade-off (per use-case tweaks). #procgen #godot