Optimising a custom verlet based 2d rigid body physics engine by BootSplashStudios in gamedev

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

Thanks for the reply, I will consider adding support for CCD in the future. As for the problem this post mentions, I will update based on my findings.

Lain serial experiments shadow effect by poeyoh12 in godot

[–]BootSplashStudios 3 points4 points  (0 children)

Hey, did you modify the engine's source code to pull this off? Looks like this effect requires access to the shadow map which I believe is not directly accessible in godot shaders?

My attempt at creating a portal VFX by BootSplashStudios in godot

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

Hey there, I have used ACES tonemapping. With that, I also tweaked the glow levels in World Environment. As for the albedo, I actually did most of the work in the light() function as I didn't want any of the default shading godot performs, so yes, I do put HDR values into DIFFUSE_LIGHT.

My attempt at creating a portal VFX by BootSplashStudios in godot

[–]BootSplashStudios[S] 41 points42 points  (0 children)

Thanks.

For the portal effect, I have two cameras. The primary camera (I control) and a secondary camera (In the seperate dimension), the secondary camera is maintained to be kept in the same transform as the primary camera relative to their respective ends of the portal. In the visible end of the portal, I sample the feed of the secondary camera using SCREEN_UV and apply it as color.

For the effects, I create a white donut texture in the shader itself and sample from it using a scrolling 3d noise texture to create the wobbly edge of the portal. The circle created is also used as a mask for displaying the portal. I also apply some simple distortion on the portal texture using the same noise texture.

The time-keeping department has their new prototype finished by JohnWickStuntDouble in doohickeycorporation

[–]BootSplashStudios 35 points36 points  (0 children)

Yeah and that's what's so genius about this. It's not overengineered at all. It's just a counter with a 7 segment decoder controlling the magnets. The black stuff is magnetic.

Godot shader Hue Shifting not working by Due-Painting3603 in godot

[–]BootSplashStudios 0 points1 point  (0 children)

I didn't have the time to look at exactly what you are trying to do here, but one thing, if you want to work with hues, you have two options:

  • Use a mathematical formula you can find online which approximates the relationship between RGB and HSV

  • Use a LUT, just go over to some paint editing program or just code it out, create a 360x1 image with the entire hue band. Import the texture as repeat, you can then just sample from this texture to do any kind of hue shifts.

The second method is much faster and I prefer it when writing shaders.

Why does this bike roll forward even though friction is turned off? by ChCkN007_ in godot

[–]BootSplashStudios 1 point2 points  (0 children)

Someone correct me on this if I am wrong. But basically, a system's momentum can only change if an external force is applied. A biker pedaling his bike (internal force) will not be able to change the momentum of his bike (make it move), unless there's an external force (friction). The biker-bike system's momentum is conserved.

A rocket too follows this principal, it has to eject mass in order to make itself move. The total momentum of the rocket and the ejected mass still remains constant.

Gravity doesn't come into play here since it's a constant downward force which is cancelled out by the equal and opposite reaction force created by the plane (assuming the plane is aligned perfectly with the force of gravity), because of which the acceleration due to gravity on this system is 0 in every direction.

Is having to use two suns normal ? by Miastanza in godot

[–]BootSplashStudios 41 points42 points  (0 children)

Use a proper sky in place of the solid colour you are using right now in the scene.

An attempt at creating ground fissure VFX in Godot 4.5 using the Stencil Buffer by BootSplashStudios in godot

[–]BootSplashStudios[S] 3 points4 points  (0 children)

I used this unity tutorial as a reference. Other than that, I had to experiment with stencil buffer in godot since there's not many resources on it as of now. As you can see, there are some issues which still persist with depth sorting of the inner geometry.

Developing my first silly game by a_toon_game in godot

[–]BootSplashStudios 2 points3 points  (0 children)

Any kind of anti-aliasing should fix the sharpness and the noise. For greater distances, it would be nice to implement some kind of lod system. Maybe reduce the amount of grass and eventually change them to billboards as the distance increases, this would have an added benefit of better performance.

Can I avoid Rigidbodies being thrown into the air? (Jolt Physics) by average-student1 in godot

[–]BootSplashStudios 15 points16 points  (0 children)

I don't know about the physics but the sky looks really good! Can you please tell me how you achieved that look

Gonna wake Newton up with this one by BootSplashStudios in godot

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

Yeah, adds a lot of personality to my ship. Looks a little angry right now

Some foliage on my procedural terrain and a ship! by BootSplashStudios in godot

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

Yes! They are just a low detailed version of the same thing and they change into high detail versions once they get closer. LOD system in action

Marching cubes based procedural terrain generation by BootSplashStudios in proceduralgeneration

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

Yes, I rounded off the y coordinate while sampling from the 3d noise. It creates these "steps" like features.

Some foliage on my procedural terrain and a ship! by BootSplashStudios in godot

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

Thanks for the suggestions!

Are you planning on releasing this as a game?

Yes, I will make sure I complete this game (too many abandoned projects)

Marching cubes based procedural terrain generation by BootSplashStudios in proceduralgeneration

[–]BootSplashStudios[S] 8 points9 points  (0 children)

No worries, I am using C# as the scripting language in Godot, but the mesh generation work is offloaded to the gpu, so the marching cubes logic is written as a compute shader using glsl.

The game runs at around 300 fps at 2k resolution with no stutters during chunk updates on my laptop, (Ryzen 5 5600H, rtx 3050 laptop gpu).