FencerDevLog

joined 2 years ago
 

Hello, everyone! In this video, I will demonstrate how we can cut any 3D object into irregular fragments and then use them to simulate an explosion, for example, in a space shooter. We will start in Blender and complete the whole effect in Godot.

1.1.3 (2026-03-10): Added fiery_area (scene, shader and script). Added 3d_glow (scenes, shader and scripts).

 

Hello, everyone! In the previous tutorial, we programmed a 3D spatial shader, and this time we will stick to the same concept. In this video, I’ll demonstrate how to create a simple outline or glow effect for any 3D object in Godot 4.

 

Hello, everyone! Last time, we created a fairly interesting fire effect that works well in 2D games. This time, we’ll try transforming it into a 3D shader, put it on the surface of a cylinder, and observe the results.

 

Hi everyone! We’ve already created several 2D fire effects here and even one or two 3D ones. This time we’ll return to two dimensions and show how to make a slightly different kind of fire using a few layers and a somewhat different technique.

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

1.1.2 (2026-02-10): Added fractal_flower (scene and shader). Added wildfire (scene and shader).

 

Hi everyone! We have another effect on the agenda whose code fits on a single line. This time it will be a simple edge detection, which we can also use as an original way to fade out a scene, for example, after finishing a level in our game. So let’s go ahead and program that one line.

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

1.1.1 (2026-02-06): Added simple_edge (scene and shader).

 

Hi everyone! We’ve already covered several shaders that simulate fog, but they were mostly side effects of technologies that aren’t primarily designed for fog. This time, we’ll finally create a true fog shader and take a look at what options Godot 4 offers for this type of effect.

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

1.1 (2026-01-27): Updated to Godot 4.6. Added volumetric_fog (scene, shader and script).

 

Hello, everyone! This is a continuation of the previous tutorial, in which we created a simple dithering effect that can be used to simulate, for example, low-quality film or interference in a TV signal on an old screen. And as I promised, this time we’ll finish the topic by programming a shader for classic dithering with a regular structure.

 

Hi everyone! Let’s continue programming shaders whose code fits on a single line. This time, we’ll create an effect called dithering, which in this case means rendering an image using a heavily limited color palette.

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

1.0.5 (2026-01-14): Added simple_dithering (scene and shader). Added classic_dithering (scene and shader).

 

Hello, everyone! The effect I’ll be creating in this video falls into the category of image distortion—that is, a simulation of an imperfect display or external interference. As we can see, this interference resembles frequency modulation of a signal and is based on a similar principle. So, let’s take a look at how this algorithm works.

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

1.0.4 (2026-01-10): Added glass_bricks (scene and shader). Added frequency_distortion (scene and shader).

 

Hi everyone! This is the first video I’ve published in 2026, and since I wouldn’t like to start the new year with something extremely complicated, this tutorial will be easy and quick. We’ll show how we can simulate a view through something like small glass blocks using a shader whose code fits on a single line.

 

Hi everyone! There are only a few days left until the end of 2025, so I’ll release one more video tutorial this year. Once again, it will be a contribution to the category of scene transitions. And I would say that the rotating vertical tiles look quite impressive. So let’s go ahead and program it.

 

Hi everyone! We’re almost at the end of the year - at least at the time of recording this video—which means we still have time for one more broken-screen effect. This time, it will be a simulation of an LCD monitor that has suffered some sort of internal malfunction or has something inside that cracked and damaged the digital signal. So let’s go ahead and program it.

[–] FencerDevLog@programming.dev 1 points 3 months ago

1.0.3 (2025-12-12): Added dot_transition (scene and shader). Added digital_glitch (scene and shader). Added wave_transition (scene and shader).

[–] FencerDevLog@programming.dev 2 points 3 months ago

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

[–] FencerDevLog@programming.dev 1 points 3 months ago

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

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

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

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