FencerDevLog

joined 2 years ago

Thanks for the suggestion, peertube is new to me. I'll check it out.

 

Hello everyone! This time we’ll create a shader that simulates playback from a faulty videotape. Yes, it’s a simulation of an outdated technology that’s almost unknown today, but I still think it’s an interesting effect that can find its place in many games. So let’s get to it.

1.0.2 (2025-11-26): Added noise_transition (scene and shader). Added vhs_noise (scene and shader).

 

Hi everyone! In the previous video, we reached the set goal - one hundred shader effects, which are available in the product called Godot Shader Pack, linked in the description of this video. Of course, I plan to keep creating shaders and gradually add them to the pack, at least for as long as I have inspiration. This time, we’ll make another transition effect, and as you can see, it simulates something like a pixelated change of the background image. Let’s take a look at how easily we can program a similar effect.

 

Hello, everybody! In this video, I’ll demonstrate how we can program a shader that simulates a page turning in a book, which is definitely a very effective way to transition between scenes. So let’s launch the Godot editor and get started.

 

Hi everyone! Let’s take a short break from post-processing effects. In this tutorial, I’ll be creating a dynamic ornament that at one stage resembles a magical portal and at another something like a fiery eye. Essentially, it’s another demonstration of how we can use iterations and simple functions to achieve quite interesting transformations that can be further configured and combined in new ways.

 

Hi everyone! Let's create another post-processing effect that's, again, very simple to program. The result can be quite useful—for example, if we want to simulate TV signal interference in our game and control the visual appearance of that effect with parameters. So, let's do it.

 

Hi everyone! Last time, I talked about post-processing effects and how it’s useful to have as many of them available as possible so we have plenty of options when creating a game. And here we are again, because in this video we’ll be making something new in this category. This time, it will be a simulation of a scene viewed from beneath the water surface, featuring typical surface ripples and adjustable coloring. We’ll only need a few lines of code, so let’s get started.

[–] FencerDevLog@programming.dev 1 points 1 month ago

0.9.9 (2025-10-21): Added stripe_transition (scene and shader). Added underwater (scene and shader).

 

Hi everyone! I was thinking that we can never have too many effects for transitions between game screens, so I made a fairly simple one that lets us demonstrate a nice result with an easy formula. Let’s take a look at how easily we can create this.

 

Hey everyone! It looks like our collection of shader-generated tunnels has grown once again. This time, as you can see, it’s an interesting effect created purely with points, which we can further adjust as needed. So let’s get to programming it.

[–] FencerDevLog@programming.dev 1 points 2 months ago

0.9.8 (2025-10-07): Updated to Godot 4.5. Added endless_ornament (scene and shader). Added point_tunnel (scene and shader).

 

Hi everyone! I’d say it’s time for another simple shader. I don’t think we’ve created an infinite zoom here yet, especially if it’s a cool-looking effect that we might be able to use in a game - and if not, it’s still fun to watch. So let’s get to it.

 

Hello, everybody! As you may know, I recently released a new book about game development in the Godot Engine, and one of the topics I cover in that book is connecting a game to the Steam API. If you’re planning to release your game on Steam, this functionality will be very useful, as it allows you, for example, to save game progress to Steam Cloud or enable various achievements. So, let’s take a look at how we can achieve this in Godot 4.

 

Hi everyone! Three days ago, on Friday, September 19, 2025, I released a new game and at the same time published a book about its creation. And as I promised in the previous video, today’s one will be somewhat related to those events, because I’ll show how I created the system for displaying and using a talent tree in that game. So let’s dive into the UI design and programming.

[–] FencerDevLog@programming.dev 9 points 2 months ago

Actually, it's based on a new game I've just released: Beyond The Space Wall I will update the store page soon. 😎

 

My new book is out! 618 pages of tutorials, code, images, and insights about game development in Godot 4. During the first week, the discount code 20INTRO is active. https://filiprachunek.gumroad.com/l/advanced-game-development

[–] FencerDevLog@programming.dev 1 points 2 months ago

0.9.7 (2025-09-13): Added flow_noise (scene and shader), and circular_bur (scene and shader).

[–] FencerDevLog@programming.dev 1 points 4 months ago

0.9.6 (2025-07-12): Added vo_sphere (scene and shader), ray_marching_10 (scene and shader), and sonar (scene and shader).

[–] FencerDevLog@programming.dev 1 points 5 months ago

0.9.4 (2025-07-04): Added ray_marching_7 (scene and shader) and magic_portal (scene and shader). Updated polar_heart (shader).

[–] FencerDevLog@programming.dev 1 points 6 months ago

0.9.3 (2025-05-25): Added ray_marching_6 (scene, shader, and texture). Added voronoi_mosaic (scene and shader).

view more: next ›