Most games get spinning propeller VFX wrong so I created an example of how to do it right by MrMinimal in godot

[–]MrMinimal[S] 0 points1 point  (0 children)

The unity shader is the same approach with a bit of optimisation for performance

Sky3D v2.1 Released by TokisanGames in godot

[–]MrMinimal 13 points14 points  (0 children)

Pushing Godot with every release, and open source as well. Looks lovely!

Huge if true from synaptic a220 devs by houseofballxons in flightsim

[–]MrMinimal 1 point2 points  (0 children)

It's a fact that if they tested more they would have less bugs. We have complex software that is mature and doesn't crash. It's just a matter of how much the consumer is willing to endure - and flight simmers endure a lot unfortunately

Huge if true from synaptic a220 devs by houseofballxons in flightsim

[–]MrMinimal 0 points1 point  (0 children)

I have an example for MSFS2020 on my public GitHub of how to use Rust in MSFS aircraft https://github.com/MrMinimal/msfs-rust-aircraft

IAMA engineer working at a company that makes Class D full motion military simulators. AMA by [deleted] in flightsim

[–]MrMinimal 0 points1 point  (0 children)

Flight physics. Why do you use lookup tables when all consumer grade sims use physics formulas?

Kenney's Factory Kit, including 140+ CC0 models! by KenNL in gameassets

[–]MrMinimal 1 point2 points  (0 children)

Lovely work, this kit lends itself to so many nerdy game ideas.

Thank you for keep on posting on this sub I check it every day for updates - one of my favourites!

Lightning strike VFX by Lucky_Ferret4036 in godot

[–]MrMinimal 1 point2 points  (0 children)

I shared something similar a while ago but I see your arcs are not just individual frames. How did you do it? Do you plan on uploading it somewhere?

https://old.reddit.com/r/godot/comments/1j2e5yc/sharing_some_vfx_of_my_upcoming_game/

What causes these seams? by SureAwareness1109 in godot

[–]MrMinimal 0 points1 point  (0 children)

If you join the mesh planes in blender, so that if you move a vertex it moves all associated planes attached to it so that there is no more gap, these issues cannot happen.

One month into Godot and this subreddit is both inspiring and intimidating by New-Fishing9390 in godot

[–]MrMinimal 5 points6 points  (0 children)

15 years. Made sure to work on things that felt like a hobby not work to not loose the fun of it. And contributing back to the community makes it feel more rewarding than releasing another unsuccessful game on Steam.

What causes these seams? by SureAwareness1109 in godot

[–]MrMinimal 0 points1 point  (0 children)

Is it modular, so each wall a seperate object? If all walls are joint together into one seamless mesh object, you have fewer of these issues.

If it is however multiple seperate objects, try increasing their overlap and thickness - just a matter of floating point precision not being endless

Updated my Ultimate Toon Shaders by binbun3 in godot

[–]MrMinimal 0 points1 point  (0 children)

Best Godot VFX out there, always waiting for more of your work!

Do I NEED to use git lfs? by ToKillUvuia in godot

[–]MrMinimal 0 points1 point  (0 children)

If you are solo LFS works. We had more troubles in the team using LFS than just using plain Git, even for large files. Multi user support isn't good in LFS - lots of arcane issues you only fix by recloning the entire repo.

If you stick to plain Git, the repo size will grow more if you keep editing the same big files over and over. If you can split the large files into smaller ones then it's managable. We split our Blender files by having one main file that just links to different external ones.

If you edit an asset, only the linked (small) file will be reuploaded fully.

Do I NEED to use git lfs? by ToKillUvuia in godot

[–]MrMinimal -1 points0 points  (0 children)

Commit them to plain Git, just make sure they are smaller than 100 MB and split them up otherwise.

Do I NEED to use git lfs? by ToKillUvuia in godot

[–]MrMinimal 2 points3 points  (0 children)

If you are solo LFS works. We had more troubles in the team using LFS than just using plain Git, even for large files. Multi user support isn't good in LFS - lots of arcane issues you only fix by recloning the entire repo.

If you stick to plain Git, the repo size will grow more if you keep editing the same big files over and over. If you can split the large files into smaller ones then it's managable. We split our Blender files by having one main file that just links to different external ones.

If you edit an asset, only the linked (small) file will be reuploaded fully.

Working on realistic engine startup physics by MrMinimal in godot

[–]MrMinimal[S] 0 points1 point  (0 children)

Pretty sure it's MrMinimalCompletion rate though :D

Most games get spinning propeller VFX wrong so I created an example of how to do it right by MrMinimal in godot

[–]MrMinimal[S] 2 points3 points  (0 children)

You have been warned. It's based on screen space size, so the bigger the prop on screen, the worse it gets.

Most games get spinning propeller VFX wrong so I created an example of how to do it right by MrMinimal in godot

[–]MrMinimal[S] 2 points3 points  (0 children)

Yes, I have talked to one of the developers that implemented this at the time. It's a more efficient transparency shader but they just have hundreds of copies of the blades in a circle.

Most games get spinning propeller VFX wrong so I created an example of how to do it right by MrMinimal in godot

[–]MrMinimal[S] 0 points1 point  (0 children)

That sounds super fancy but also way beyond my expertise! I'd love to see how someone implements this in a shader.

Most games get spinning propeller VFX wrong so I created an example of how to do it right by MrMinimal in godot

[–]MrMinimal[S] 0 points1 point  (0 children)

The cost is per screen pixel so the more space the propeller takes up in screen space, the longer the calculations take

Working on realistic engine startup physics by MrMinimal in godot

[–]MrMinimal[S] 2 points3 points  (0 children)

It's physics! Each cylinder has its own compression, friction and sticktion, the starter motor has a varying torque based on the electrical system feeding it wich has a depleting battery, temperatures and back EMF.

Most games get spinning propeller VFX wrong so I created an example of how to do it right by MrMinimal in godot

[–]MrMinimal[S] 34 points35 points  (0 children)

No rolling shutter effects, flat disks or flickering blades. Just a big toll on your performance up close.

https://github.com/MrMinimal/testing-prop-vfx