What I don't understand is that it takes 45 sec even when I just changed 1 line of code. Am I doing something wrong?
What I don't understand is that it takes 45 sec even when I just changed 1 line of code. Am I doing something wrong?
Few things at the moment:
- No thumbnails for simple 3d assets makes level design a pain
- Path3D editor is a pain to use, should be aligned with Path2D
- Script Editor history navigation with ALT+arrow is broken
Ask me again in a few weeks, and the list will be different ๐
This is how it looks at the moment in the 3D viewport (only appearing for texture) and 2D viewport.
Hard to believe that this is almost 2 years I started this PR on adding a tooltip when dropping files in the 3D editor, making it consistent with the 2D editor, and improving their visuals.
Finger crossed, 4.7 will the release this PR comes through!
#GodotEngine
Introducing the PBR Mastery series for Godot.
In this tutorial series I'll cover everything you need to know to create professional materials in Godot.
The first video of the series is out! Link in comments.
#GodotEngine #Godot
Add an option to change the color too ๐ pleeeeaaase!
it is for my game. but I try to make it a plugin somehow...
Starting to have a nice little tool here ๐!
It now supports inverting what's inside/outside (see end of the video) to make plateaux or canyons. And also changing the height and the side wall shape and depth!
#GodotEngine
Would it help to have a simple form next to the PR that asks basic questions about the change? Also, some PR have a video of the feature, does it help?
Honestly, AI slop PRs are becoming increasingly draining and demoralizing for #Godot maintainers.
If you want to help, more funding so we can pay more maintainers to deal with the slop (on top of everything we do already) is the only viable solution I can think of:
fund.godotengine.org
You need to break it down into smaller functionalities: I started with making a tool to extrude a contour, a tool to fill a contour, then a tool to make a graph of nodes, then a tool to make a contour out of this graph, etcโฆ
OooOooh๐ฑ I finally did it and it works in real-time!
What this video won't show you though is that if I close the loop, Godot crashes๐
still some work to do!
#GodotEngine
My platforms can now be inverted to being canyons thanks to the godot-cdt GDExtension.
GDextensions seem really useful to bind existing C++ libraries!
Still need a bit of polishing before I mix this code with the map editor tool of the previous post!
#GodotEngine
I have now something working to build organic corridors and rooms.
Goal for today: generate 3D canyons or 3D plateaus from the contour lines! I keep you updated!
#GodotEngine
Acceleration structure? I am computing the SDF in a first pass and then the contour in a second pass on the GPU. So I guess this is brute force?
When you want to check that you've ordered your lines so that they follow each other in memory... but you can't just display their index on screen :) so you use bars #GodotEngine
Amazing work as always!
Any idea how to get rid of the orange bounding box by the way? it is kind of distracting in this use case.
Starting to get somewhere with building a SDF level editor in #GodotEngine
It would have been quicker to do it in C++, but I wanted to try compute shaders! Quite the journey to get here!
I am using GDscript, and another cost of using it is that you need to make a GDextension if you want to import a C++ library (e.g. delaunay triangulation), while in C# you can import any C# library very easily.
Imagine if I could combine this with yesterday post and turn it into a level editor ๐
Hard to see from here, but this could become my level editor :) ... If only I knew to use gizmo, subgizmos and handles :( !
#GodotEngine
Are you using the Gridmap ๐?
binbun3 shared an explosion effect where LODs and transparency, including dithering, are all controlled from a single script. ๐งจ
See more: www.reddit.com/r/godot/comm...
#GodotEngine #gamedev #indiedev
I think with! It helps giving depth and readability to the art.
I've just found a simple trick to add a wireframe overlay to my meshes. Very useful when working on mesh generation tools with #GodotEngine.
Basically, the shader code is so small, it fits in the screenshot below. Just add it as a Geometry/Material Overlay and voila!
The only thing keeping me on Windows is Affinity Design :/ just canโt imagine my workflow without it.
Ok but why PowerBI sits in between Unreal Engine and Unity in the description ??? Am I the only one surprised ๐ฎ ?
But how SDF is easy to view?
Not perfect yet, but I should be getting there.