I’ve just been doing sdf generation the dumb way with get pixel and put pixel in a loop but a 4096 texture is taking a very long time to complete and I might need to make a compute shader version for the future.
R H
@flinflonimation.bsky.social
Programmer, in Winnipeg, made a couple video games. Worked in VR. Open to freelance for Godot tech art. He/Him Some games here: https://rhill.itch.io Created Godot Egg Tools: https://rhill.itch.io/godot-egg-tools/
I gave it a more YouTubey thumbnail with a pointing arrow.
I made a demo video about that sparkle mesh technique and also posted the mesh generating script and some shaders on Codeberg:
I made a demo video about that sparkle mesh technique and also posted the mesh generating script and some shaders on Codeberg:
Sparkle Mesh in Godot
YouTube video by r hill
youtube.com
This is not a particle system. This is just a mesh with a shader. I’m making a video about it now.
Thinking how this flashlight beam works. Like obviously the dither/airbrush texture but like the beam isn’t just a consistent gradient but it darkens slightly where it transitions to the surface. How do you decide on doing something like that.
This is not a particle system. This is just a mesh with a shader. I’m making a video about it now.
I used Super Text Mesh in two Unity games and can recommend it as a good thing to use over just regular text.
assetstore.unity.com/packages/too... yuuuuuuup 70% off
Bluesky needs a method for “dunk that is only visible to people who have interacted with this account before” Like if I could quote reskeet an account in a way where people who had never seen the account before could remain blissfully ignorant.
The new Ghost in the Shell does this thing where satellite shots will slowly rotate. It does kind of reinforce these are satellite views but I don’t know if that would make literal sense like if it’s something they would really do.
Also been playing with some fake light shaders. I’m starting to think they might be useful as tools for making Steam capsule art? Like grab a bunch of 3D models from your game and pose them.
Particle man. Renders 4096 positions on the mesh in a subviewport and uses that as an emission point texture on the particle process material.
Rough edge on a fake lens flare in an anime to make it match the style of the background images.
Okay in practice the skinned particle emission is fighting me. Possible things I might still need to work around are scaling, something applying gamma curves to values I want to stay linear, and losing negative values.
Oh neat thing here with this overlaid shader you can see the UV map change with the LOD.
Okay this is promising. GPU Particles can use an Emission Point Texture for emission positions encoded in rgb That texture can be a subviewport A skinned mesh stills work inside a subviewport that’s inside a skeleton I could make a shader that converts vertex position into rgb values.
Trying out some fake lighting shaders. You add each “light” as a material overlay on the mesh, and give a normal direction and scale and multiply it with a gradient, so it feels nice to tweak all this for a single shot, but might not make sense for a whole game.
Oh hey I worked on this game
Gob Loggin' https://store.steampowered.com/app/4858980/ $6.99 Goblin snowboard racing??? Pull off tricks to build momentum, and sabotage your opponents to get ahead. Gob Loggin' is a retro local multiplayer racing game that’s sure to create memories with friends.
Also set up an instagram account because it seems to be where I could find local film people
Create an account or log in to Instagram - Share what you're into with the people who get you.
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I like the discussion about craft, I might be referring back to that.
This month on Paper Labyrinths, nic (@nictringali.bsky.social) and I speak with Ian Williams (@brocktoon.bsky.social) about the material conditions of miniature wargames, about the importance of craft in our work lives, and the beautiful game of soccer. sites.libsyn.com/568595/site/...
They attribute this Children’s Magjongg as circa 1920 but in terms of graphical vibes that feels wrong. I would hav guessed 1950 or so or have I missed some earlier work I’m ignoring?
Watching The Barbarians and there’s some good goofy fantasy costumes here.
Boreal Tenebrae Act 0 is out today! store.steampowered.com/app/4222910/... Very happy to have my music included in this project and I'm excited for people to be immersed in this experience. Congrats @boreal-tenebrae.bsky.social
Boreal Tenebrae Act 0: Sundowning on Steam
A surreal narrative adventure set on the night Tamarack Narrows collapses into static, fire, and aurora. Follow Sarah, Bree, and the townsfolk as an unknown visitor arrives promising salvation. A lo-f...
store.steampowered.com
Similar to the problem I had with Texture3D, if you use Angelcode BMFont In Godot there’s no fix Alpha Border import option so you can get this white halo if you use linear filter.
“This video of a gameworld is a gameworld” is not as odious as “this video of your dead grandmother is your dead grandmother” but because a gameworld is itself a virtual thing instead of a real thing, it’s more work to clarify why it’s not actually the same thing.