Here's the texturing work I did for Desperados 3 (finally found some time to assemble this). 2 more images on artstation: https://t.co/bOxeS7WD10 #gameart
And here is a wrong normal map format in the 'Looking good!: Achieving the best graphical quality in Godot' presentation from #GodotCon2023. One easy way to spot it is shadow on the top of extruded shape (a brick) even though the light is from the top. #GodotEngine#gamedev
Hey #indie 3d #gamedev, if you learn one thing, make it the 2 normal map formats. Wrong one will make your models look off, but not off enough that you will know instantly that it's off. Here is the clearest guide to that I found: https://t.co/isUssC5gVz Ty @MarcelvanDuijn_!
@FR3NKD Second appearance from @gamefromscratch (and first for @leartesstudios ?) in the thread of shame for showing normals in the wrong format in his video again : )
With Codex I want to customize all my software - already added coloring and stack mode to Obsidian kanban plugin. Another reason to stick to open source I guess : )
[This is a chain of 30 tweets]
My game is 100% AI Engineered with Codex.
It's a factory automation game, one of the hardest genre to do with AI often labelled as 'hardcore engineering' normally, for both performance and design.
In this game your goal is to kill as many Zombies Per Minute as possible (yes!)
This game can display 10000 zombies at the same time, along with 100k+ moving items, all that at 60fps in a Web Browser
Watch a 2-min timelapse of the first 15 min
OR If you want you can also check the whole thread. I have quote tweeted all 30 tweets since the very beginning.
So you can see progress, tools, tips, prompts and everything.
Feel free to ask any questions as well!
Learn how to blend two materials using Height Blending in this new episode of the Godot PBR Mastery Series.
Turn a flat material blend into a realistic layered surface.
#GodotEngine#Godot
3D Gaussian Splatting inside Godot🎮
Instead of forcing splats into a mesh pipeline,
this project adds a separate rendering pass🤩
and blends it after mesh rendering.
And yeah, it’s fully open source🥳
This is PopcornFX, a 3rd party VFX tool.
Godot Engine plugin coming soon.
- Custom plugin run, not tied to Godot particle system
- Exposed parameters in engine
- Works with Godot materials
- Node based editor
A whole new way to create particle effects for Godot.
@henningsanden Statement way too generic to comment on. Meaning "Can make capable games in 2d and 3d and apps"? Then yes. Meaning "has a built-in multithreaded ECS solution and graph based vfx system"? Then no.