Casual Garage Coder
@CGarageCoder
Part-time solo indie #GameDev / composer / artist Co-founder of The Godot Barn @GodotBarn Working on his next big game (TBA). #GodotEngine
Dit vind je misschien leuk
Here is a "clean" version of the flock of boids video : youtu.be/_J5aBiV1lAk #gamedev #glsl #GodotEngine @Indieverse_x
youtube.com
YouTube
Flock of Boids
Wireframe rendering shows how the terrain is moved on the fixed mesh. The shader is performing a bicubic Bézier interpolation on the 128x128 heightmap (as for all the previous posts made about terrains). #GodotEngine #shader #glsl #indiegame
Blue : Fixed Mesh moving along with the camera (36k vertices, 72k faces) White : 128x128 instances of 3x3 quads (262k vertices, 294k faces ). The fixed mesh is computed once and a shader "moves" the terrain on it based on the camera translation/rotation. #GodotEngine #solodev
I'm starting an article (or a series of articles) about making a workflow to create 3D animated characters into Godot. As a draft, i've made a quick experiment. It's a bit rough/unpolished, but tell me what you think about it. youtu.be/_ChIgQkp0Po #GodotEngine @GodotBarn
youtube.com
YouTube
From Nothing To Godot (Part 1/Draft)
#GodotFest sets the bar high. Quality talks and great organization. I've met many delightful devs. Unfortunately, I've not seized the opportunity to greet many of the people i know online 😥 Everybody looked super busy.
Right handed vs. Left handed keyboard mapping (when you can remap ...). #gaming #Accessibility
Simple 2D maze generator using #GodotEngine. #procgen #indiegamedev Code and example available at thegodotbarn.com/contributions/…
What about a nice little #GodotEngine module to give a small API about feedforward neural networks and backpropagation learning ? Just that. Nothing more. Very focused and narrow scoped.
my custom brush got filled with junk data again and just LOOK AT IT it's the prettiest one yet! #digitalpainting #GodotEngine #art
Script prototype of daylight map: Amount of light the map get through the day. Missing: Indirect lighting(will depend on type of terrain), and taking water into account. Then, porting this in C++/OpenMP/AVX. #procgen #indiegamedev #solodev #GodotEngine
Used AVX to unlock usage of SSE2 extended CPU instruction set. The computation is twice as fast now. Lakes and rivers are computed using a "trick". It only takes 5ms. Irrigation map uses those data to determine where the vegetation thrive due to irrigation. #procgen #indiedev
Irrigation map computed using C++/OpenMP. The lakes and rivers only take less than 5ms to compute, but the irrigation requires to be spread using some rules. Too reach stable state requires ~200ms with a core i5-13th gen :/ Next step, vegetation ! #indiegame #solodev #procgen
Sometimes, one only needs a small resolution terrain with a decent interpolation function to achieve decent result. Here is a starting point with less than 100 LoC with #GodotEngine. #indiegame #procgen #terrain thegodotbarn.com/contributions/…
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Dit vind je misschien leuk
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