Latest Shaders Activity
I have been creating a new game using the Godot engine, one that I am able to just add whatever. so I'll go over all the "hardships" I've had.
Setting up Qodot.Qodot is an addon for Godot that allows you to create maps using the TrenchBroom Quake map editor. LET ME TELL YOU, if you want Half-Life, …
My algorithm / logic is maybe a bit random, first thing I ended up with, so vertex re-use patterns become really strange with a lot of materials 😂
Purple = reused vertex. Empty = duplicated vertex.
So a chunk (32x32x32 in my case) with ≥ 4 materials might have its reuse rate lowered, but these chunk…
This article was originally published on GameDevDigest.com
This issue has a bunch of great shader posts, animation related posts, and lots more. Enjoy!
Grass System Extension : Cutting - Here’s the post that explains how to extend the grass system to add the much requested feature to cut grass. The …
LorenzoGatti said:
the screenshot only shows high quality but otherwise unremarkable still images
I saw a “Paper Mario”-type animation there. But yes, a description here is called for. And if pseudojester doesn't come back and continue the discussion, he's probably spamming us (pushing “sticker…
Hi,
In my custom engine, I'm using SSBOs to store the data in a normalized maner, I then access the data from the shaders as you can see in the glsl code bellow.
What are your oppinions on this practice?
Could all these indirections be problematic?
#version 460
#extension GL_EXT_nonuniform_qualifier: e…
Hey, all - I'm looking for a general artist to join my project, someone who can do some of the following: simple 3d modeling/rigging/animation, a few simple shaders, and perhaps some concept/story art. Art styles I enjoy are: Journey, Final Fantasy XII (but simplified a lot), and Tenderfoot Tactics…
I had many problems with understanding shaders, but after getting a grasp - it is so easy, convenient and powerful! I present to you my twisted version of understanding this, hoping it will help other aspiring devs ?
This is my slow path from a total noob to a less-noob-ish shader programmer ? It wi…
Issue #25 - Render Pipelines, Memory Management, Editor Scripts, DOTS/ECS, Shaders, Great Assets, Pl
*Read the full newsletter originally posted with its original formatting at GameDevDigest.com
Directional Shadows - This is the fourth part of a tutorial series about creating a custom scriptable render pipeline. It adds support for cascaded shadow maps.
Catlike Coding
See Through Walls …