Am I still tinkering with this? Yes, I am. It's fun to jump back to this every so often. I might call it soon. I'm taking time and enjoying the process instead of rushing through it. More animations, tweaked lighting, and a game screen that moves. #3dart
Been working on a full node-based PCG tool for Godot 4!
Forked the original FlowNode project and expanded it into a much more complete visual generation framework: • 110+ custom nodes • Interactive 3D debugging/analysis • Subgraphs + loops • Mesh & spline sampling • New UI • Tons more
Basically bringing AAA-style visual PCG workflows into Godot 4 without heavy scripting.
GitHub: https://t.co/r1ze19djAc
#GodotEngine #Godot4 #GameDev #IndieDev #ProceduralGeneration #PCG #ToolsDev #GameDevelopment #OpenSource #LevelDesign
@Hevedy so I guess it depends? like its just points and you can write custom nodes if you would like so think of this more as a framework that you can just run things through
The PCG system in Godot is now much faster and easier to use. It can now handle big repeated tasks much more efficiently, and smaller graphs can plug into bigger graphs cleanly. So instead of one huge messy setup, I can build things in layers. Much easier to make, test, and show off. #godotengine #3d
@henningsanden The plug in ecosystem is great, tooling is very friendly and the script is in plain language. There are a few plug-ins that I recommend, but most is easily Makeable yourself or with a bit of vibe coding. Only thing really lacking is anim tools and anim pipelines
@taggosaurus@henningsanden as 1 to 1 as I could get it, its a forked branch of Godot_flow with only had like 35 nodes in it, I've increased that to over a hundred and have matched every node PCG has with a godot variant.