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Wormhole

!roguelikedev@programming.dev

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founded 2 years ago
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Hi everybody. This is the sixth part of our tutorial dedicated to rendering 3D scenes using shaders and raymarching technology. This time, I’d like to try improving the materials by adding textures, which we’ll pass into the shader using new uniform parameters, and briefly explain how so-called triplanar mapping works.

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I found these two super simple tutorials to get started with a 3d character and its animation tree.

https://www.youtube.com/watch?v=TFj67HbsyIg

https://www.youtube.com/watch?v=Si1Pz_7GIbM

Is there a way to have the script automatically written by the animationtre ?

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Robot Anomaly is participating in Steam Next Fest!!

@godot

Share, wishlist or install the demo to support my indie dev journey! :keanu_thanks:

https://store.steampowered.com/app/3619430/Robot/_Anomaly/_Demo/

#Steam #SteamNextFest #NextFest #IndieDev #IndieGame #GameDev #Godot #LinuxGaming

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Hey everyone! Today's tutorial is a little bit special because it covers an effect that has been part of my Godot Shader Pack for several weeks now. However, I believe it deserves a more detailed explanation for those who not only want to use this shader but also understand how it works. So, let’s get into it.

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This is my first high-effort project using godot, and besides the player animated sprite and movement system (based on a tutorial by HeartBeast!) all the pixel art, sfx, music, programming, etc. was done by me. This was made as part of a physics project about black holes and Einstein's theory of relativity and is partly based on the movie "Interstellar"

I am really proud of this and I think my pixel art has really improved! I really like how the dialogue boxes turned out and the music sounds pretty decent too. The decorations (grass, flowers, rocks) turned out really great as well!

here's the itch.io link: https://spenguin.itch.io/space-holes

and several screenshots of the game:

player on earth, grass and flowers, in front of saturn rocket

astronaut parkour through hot accretion disk material

astronaut is looking at the event horizon of the black hole

player is falling in black hole

question about the property of the singularity in the black hole

answer was correct!

player has become a string of atoms and is dead, captain is worried

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godot-rust v0.3 brings type-safe signals to the table.
If you register a signal:

#[signal]
fn damage_taken(amount: i32);

you can now freely connect it with other Rust functions:

fn ready(&mut self) {
    // Connect signal to the method:
    self.signals().damage_taken().connect(Self::on_damage_taken);
    
    // Or to an ad-hoc closure:
    self.signals().damage_taken().connect(|amount| {
        println!("Damage taken: {}", amount);
    });
    
    // Or to a method of another object:
    let stats: Gd<Stats>;
    self.signals().damage_taken().connect_other(&stats, |stats, amount| {
        stats.update_total_damage(amount);
    });
}

Emitting is also type-safe:

self.signals().damage_taken().emit(42);

Furthermore, you can now await signals, effectively introducing async tasks:

godot::task::spawn(async move {
    godot_print!("Wait for damage to occur...");
    
    let (dmg,) = player.signals().damage_taken().to_future().await;
    godot_print!("Player took {dmg} damage.");
});

There are many other improvements, see devlog and feel free to ask me anything :)

Huge thanks to all the contributors who helped ship these features!

~this was originally posted by @bromeon@mastodon.gamedev.place the project author on reddit. I'm just maintaining some parts of the project.~

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Hi everybody. Let's continue our series on modeling 3D scenes using shaders and raymarching technology. In the previous fourth part, we managed to render the scene from any position and at any angle, which is very useful in itself, but we were still rendering each object in the same monotonous color. This time, we'll fix that detail and rewrite our code so that we can assign a different material to each object.

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Hi everyone! I think every shader developer has at some point found themselves in a situation where they needed to determine certain values in the fragment function, especially when the shader wasn't behaving as expected. The problem is that the shader runs on the GPU, so we don't have anything like an output console available. So, how can we solve that? There are some options, and I’ll demonstrate one of them in this tutorial.

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Hi everyone! We've already had a spiral tunnel, a circular tunnel, and a triangular tunnel. How about trying a square or rectangular one this time, which could resemble a classic dungeon-style game? It's pretty simple, so let's get to it.

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cross-posted from: https://lemmy.ml/post/30302028

video by GDQuest
very awesome to see tutorial and encouragement for 3D game
Godot would get much greater recognition if there were more 3D games made with it.

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Many people asked for it, so I created and released a new product: 80 shaders from my collection, ready to use in any project. Plus bonuses. 😎

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I won't be able to make it, sadly, but maybe someone here is interested and hadn't heard of it yet.

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Hi everybody. You might remember that the fire effect created using particles in Godot 4 was one of the first tutorials I published on this channel. Since then, more than a year has passed, the Godot Engine has evolved a lot, and many things have changed in the editor as well, so the original video is no longer very usable with the latest version of Godot (currently 4.4). That's why I decided to create a new, up-to-date, and improved tutorial, which we're about to dive into.

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Junkyard Space Agency is an upcoming co-op space agency simulator that the developer said is like a "scrappier, multiplayer version" of Kerbal Space Program. It's being made with Godot Engine

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Hey everybody! Let's go back to two dimensions, and take a look at how to create the effect you're currently seeing in the background of this video. It's basically something like a kaleidoscope, for which we need a source image and parameters like the number of segments, or the rotation speed. So let's go ahead and program this shader.

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Hey everyone! This time, we'll be playing with fire. It's not the first time I've created a fire shader, but back then, I used a noise texture and a curve as a parameter, which significantly simplified the whole process. Now, we'll try it without such tools and generate a candle flame, which, as always, will have plenty of parameters for further adjustments. So let's get to it.

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