Been working on a directional and component based ability system recently, here's some rough footage of a magic missile type of ability.
#godot #GodotEngine #gamedev #indiedev
Been working on a directional and component based ability system recently, here's some rough footage of a magic missile type of ability.
#godot #GodotEngine #gamedev #indiedev
Ended up landing on this setup for the grasslands biome
#GodotEngine #godot #gamedev #indiedev
Working on the grasslands biome for my game rn. Mostly been doing fixes and polish to my procedural generation system the last week, still need to fix small foliage LODs but trying to pivot to gameplay work for a bit.
#GodotEngine #indiedev #godot #gamedev
Close up grass using a particle shader combined with previous optimizations. Tested with 250k blades of tri-plane grass particles. Next up is to do small foliage plane LODs that generate with a given set of small foliage such as grass, rocks, etc.
#GodotEngine #godot #indiedev #gamedev
Implemented a tool scene to procedurally bake billboard LODs for scattered objects (as mentioned in this #GodotFest talk: youtu.be/U2nBOOR_PP4?...). Example tree mesh + PackedScene to Mesh conversion functions from: github.com/HungryProton....
#godot #indiedev #gamedev #GodotEngine
Continuing to work on my procedural terrain system in #godot. Uses LOD terrain from my last post + mix of noise functions combined into a height map in a compute shader (noise is based on this shader combined with domain warping: www.shadertoy.com/view/7ljcRW)
#gamedev #indiedev #GodotEngine
Been working on a LOD terrain system in #godot that halves detail at each level going outwards and applies sinking to avoid clipping
#gamedev #indiedev #GodotEngine
An array of 8 images of a stylized head showing the different render passes
Chipping away at some character breakdown work
Awesome follow up on your last post! Would be super interested in seeing more about the post process material, the colors it brings in in the shading really add a lot to the feel of the character. Thanks for sharing!
Iβd love to see a breakdown of the rendering techniques in UE5 used to achieve this look!
Here's a little still life I did for my computer animation class earlier this semester. Made in Blender & Substance Painter.
#blender #substancepainter #3dart
You could do something like βwhile not node: await get_tree().process_frameβ before your function call, but this is kinda a hacky solution. Iβll check back to see if anyone drops a better way of doing this cause Iβm also curious.