Finally figured out the right way to combine SSR reflections and refractions in a #Godot#shader.
Refraction goes into ALBEDO, mixed with the water's own colour depending on the length of the refracted ray.
Reflection is harder: it cannot go into ALBEDO or EMISSION because it will be added to the value read from the radiance cubemap. But this is exactly what RADIANCE is for: replacing the value sampled from the cubemap with my own. Overly bright reflections are now gone!
A sea surface with two islands, reflected in a pixelated way. In the foreground is a yellow cylinder sticking out of the water which is also reflected a bit, but we can also see part of it under the water surface.
What if every Control node in Godot was a container?
Containers, after all, are just extra positioning logic that forces a state on child elements. Separation of this behavior from basic Controls is nice at first... But eventually you end up wanting stuff like Buttons behaving like containers, or children escaping parent container logic.
So what if every UI node was inherently capable of "containing" a child, and the child would decide if it wants to be anchored or contained.
Hello! I’m STILL a tiny Hawaiian punk mom living in Stockholm who writes fun, imaginative, hard-to-categorize #SFF usually featuring #indigenous or #diaspora futurisms.
Interaction between incoming waves and the coast. The effect is based purely on local depth. As the waves approach the shallows, they get shorter and taller, until a point where they suddenly lose a lot of amplitude.
If the wind blows away from the shore, though, this becomes a mess. I'll need to check the gradient of the distance to the coast and inhibit the effect.
OpenCiv3 is an open-source, cross-platform, mod-oriented, modernized remake of Civilization III by the fan community built with the Godot Engine and C#, with capabilities inspired by the best of the 4X genre and lessons learned from modding Civ3.
OK, so I think I understand the basic idea about anchor points for #godot UI elements.
They resize when the game screen size changes and whatnot.
The problem is, they only do that in respect to the entire screen? As in, the viewport assumed by the UI does not change when what is displayed on screen is set to a Camera2D node.
And if that camera moves, the UI does not move with it.
Can I tell UI to resize itself with respect to a specific Camera2D node, not to the whole app, so to speak?
Getting somewhere with my waves rendering. It's fully driven by wind speed based on actual physical models, and runs mostly in the vertex shader so it's speedy too.
My little brother is making a game using AI, and it's basically Super Melee from Star Control II. I was a little turned off at first, but have been inspired to develop my own from scratch using #Godot. This includes recreating all of his AI-generated ship sprites by hand, and slowly figuring out how to implement the mechanics by myself.
My hope is that I can include him in this, and we can make it a collaborative effort. I don't know how far it will get, because I'm doing everything The Slow Way, but my hope is to show him how much better things can be when you do it all yourself.
How would you outline a mesh (for example to show which object is selected) in #Godot?
I suppose I could use a post-process #shader. If I update to Godot 4.5 I can also use the stencil buffer which could make it easier. Either way, it seems like a bit of work to get something working...
What other techniques exist for this kind of effect?
It is much harder than I thought to get the outline effect that I want with Godot.
The idea is to draw your mesh twice: first time you draw the object normally, and also fill a mask in the stencil buffer. Second time, you grow the mesh (with a vertex shader) and draw it with the color of your outline, while masking the inside with a stencil test.
This one shows more of the game’s main story, with dust storms on the surface of the moon threatening to block the town’s precious sunlight.
That means we need to diversify the town's energy tech (solar field and geothermal battery), adding wind turbines, biodigesters, compressed air and buoyancy storage, etc.
Started working on this "infinite plane" pixelart editor where all your artworks are just next to eachother and all the tools exist in the same space. Idk if this is practical at all but fun nonetheless
Please enjoy a new game play video from Farm Hand. This one shows the updates to the apple quest, including the produce stand, which will be importing in upcoming updates!