Game programmer and music composer. Check out my book. 😎 https://filiprachunek.gumroad.com/l/godot4
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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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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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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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I uploaded a new version of the demo. It is mostly a bugfix release, but it also contains a few improvements based on the feedback.
Version 1.1.4
Optional mouse movement control, which can be useful if you want to precisely aim the ball's rebound off the paddle. Once again, for fast movement, you need to hold Shift (or a redefined key).
A minor redesign of the wall selection screen UI to make room for a new mission selection button. In the demo version, which includes only one mission (the first 10 walls), it’s not very significant, but it will be very useful in the full game.
Setting up proper mapping of UI actions (especially confirm and cancel) on controllers. The game supports all common controllers and the Steam Deck.
Fixing several bugs related to controller input.
Fix for automatic detection of controller connection/disconnection and mouse movement to switch the displayed key prompts.
Preparing the game for future expansion via DLC.
I’ve also tested the Linux build on the Steam Deck, so Linux will be officially supported soon as well. 😎
Get it on Steam!
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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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Would you like to add great-looking visual effects to your game made in the Godot Engine? Then you're in the right place! This pack contains 80 shaders from my own collection, ready to use immediately in any free or commercial product.
There's no need to copy anything from a book or slowly create a shader by following a video tutorial. Just choose from the ready-made shaders and copy them into your own project.
But that's not all. By purchasing this product, you get lifetime access to all future versions, in which I’ll be gradually adding new shaders I create. I plan to expand this pack to 100 shaders — and there might end up being even more.
And as a bonus, I’ve included the complete source code for one of my particle effects — specifically, a 3D fire effect with smoke. This one is also free to use without restrictions in any project.
#youtube#gamedev#devlog#godot engine#indiedev#game development#blender#indiegamedev#video games#programming#shaders
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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.
#youtube#gamedev#devlog#godot engine#indiedev#game development#blender#indiegamedev#video games#programming#particles
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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.
#youtube#gamedev#devlog#godot engine#indiedev#game development#blender#indiegamedev#video games#programming#shaders
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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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Hey everybody! Recently, we created a shader that simulated an analog clock using polar coordinates, and we'll stick with this type of display a little longer. This time, I'll demonstrate how to program a fully customizable spinner based on similar principles. So, let's start coding!
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Hi everybody! I hope the previous episodes have piqued your interest and that you're motivated to learn more tricks for rendering a 3D scene in 2D shaders. As you may have noticed, so far we've been able to change the camera's position, but not the direction it's facing, meaning it was fixed straight ahead, which has been somewhat limiting. In this video, we'll solve this problem, so that by the end, we'll be able to aim the camera anywhere or even set it up as an orbiting camera. So, let’s do it.
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Hi everybody! And welcome back to our miniseries dedicated to rendering 3D scenes in shaders using the ray marching method. In the third episode, we will bring the previously static scene to life – adding combinations of objects, rotations along different axes and pivots, multiple lighting sources, and morphing using the so-called smooth minimum.
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Hi everyone! Do you remember the digital clock shader I created here some time ago? It was one of the first 2D shaders I used in a 3D project, and the result looked very usable. I think a shader simulating a classic analog clock could have a similar application, and that's exactly what we'll be creating today.
#youtube#gamedev#devlog#godot engine#indiedev#game development#blender#indiegamedev#video games#programming#shaders
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Hi everyone! In this video, I would like to demonstrate a shader that reacts to mouse clicks and movements. It is a variation of a shader displaying the Mandelbrot set, which I created here about a year ago. This time, however, we will enhance it by adding the Julia set at a point chosen by the user, and we will add more control elements, all of which will be controlled by the mouse.
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Hi everyone! In this video, I won't be showcasing any shader. Instead, I'll show you a trick for easily generating 2D sprites from 3D models in Godot Engine 4.4 or higher.
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Hello everybody! In this video, I would like to create an effect that transforms a scene into its pixelated version. We've seen that before, right? But this time, we won't settle for ordinary square objects—we'll tilt them a bit to create a diagonal grid with an adjustable size. Let's take a look at how such an algorithm works.
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