Did you know that in Folklands, unemployed folks flock towards burning buildings, waving their arms and asking you to put it out 💦
the building will still burn down but circus to the people! 🔥
Saying goodbye to Youtube as a viewer. The recent usage restrictions are just intolerable.
I'll keep posting devlog (if i find time to do so), but else, I'll enjoy a life without YT. #YouTubeDOWN
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. https://t.co/6HA8bCLX18 #GodotEngine@GodotBarn
#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.
As a request, I have implemented the Steerable Perlin Noise from @TearsOfJake as a Noise resource in #GodotEngine. The implementation is a port of the shader code. Feel free to contribute/review/give insights #procgen#perlin
https://t.co/tmJilhSZXj
@TearsOfJake But it won't be used in case of Noise2DTexture, obviously. The Noise3DTexture should be fine tho. This new method will have to be directly called. It might have a usage in a software (CPU based) application even if it fits more GPU based computation like shaders.
@TearsOfJake Sadly, this implementation misses the point of this particular version of Perlin noise : Stretching along a vector field. The shader implementation uses world position and normal to apply the noise upon a surface.
I should add a method to take position and normal into account.
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.