@NathanGDQuest To be honest, there's so many of them. Most of them are related to GDScript functions like range_lerp(), direction_to()
I used to always write them myself until i found out Godot had them built-in
@BransonGitomeh@Akien It's taking a bit longer than expected, i'm currently working on the saving.loading of a project. When that's done, i'll implement some export features and hopefully it will land on github.
@Akien Currently making a terrain generation tool that's able to mix heightmaps together.
Making such tools using Godot is really comfy.
https://t.co/0Gpr3uc4MY
I've added asynchronous compilation of shaders (+ caching) to #GodotEngine (GL ES 3)!
👉Goal: reduce stalls due to shader compilation.
It's somewhat experimental, but already used in production in some project.
https://t.co/LTIzhQe2Ws
Feel free to test it and give feedback.
@qbieshay@motaigik@HungryProton Finally, editing the character's normals help a lot in toon shading workflow, i recommend using blender's Abnormal addon for this and export the character using the GTLF exporter which i believe is the only file format that supports custom normals compatible with Godot.
@nsrosenqvist Hi, to get the projection work on the Y axis (positives and negatives don't matter) instead of the Z axis, you need to change the axis used for the UV calculations on line 83. It's just a matter of swapping Ys by Zs.
Here's a link to the edited shader : https://t.co/Fl4skqMBgC
Version 1.2 of DecalCo, my decal solution for the #godotengine just landed on github and soon on Godot's assetlib with huge performance improvements, new GLES2 compatibility and bug fixes.
https://t.co/3FA065qQjB
https://t.co/oe54paXQLj
#indiedev#gamedev
@VonViVant@madewithgodot Getting it to work on my phone? Nothing fancy really, i just build it for android and tested it. I was surprised it even started as i didn't implemented any mobile specific optimizations for it to work.
How cool is that? Got my texture painting app running on my Samsung Galaxy Note 10 Lite. Runs better than expected but still have a long way to go to make it run smoothly.
#godotengine#madewithgodot#3DCG#gamedev#indiedev
Not much progress on my texture painting app made using #godotengine because i'm a bit busy working on my game project but i still managed to make the brush follow the surface of the painted mesh.
#gamedev#indiedev#3DGC
@NathanGDQuest@Akien I guess it's finding time to work on my projects, that why love working with godot, it allows me to itterate a lot faster than other engines like unity.
Small update to my texture painter made in #godotengine, brush blending is now working properly, brush alphas are still a pain to fix, i guess i'll have to rethink the way it currently works. (also ugly twitter compression)
#gamedev#indiedev#3DCG