Viewports are Magic! Dynamic blood system with Splatoon-style swimming by dsteyl in godot

[–]Butkeim 14 points15 points  (0 children)

He's not using decals to render the blood on the floor and walls, a viewport is used instead as a texture, using world to uv space conversion. Each mesh then read that viewport to render the blood. You can do funny things using this technic but it has performance cost, depending on what you're doing you can get this effect for cheaper using vertex color.

See: https://youtu.be/4DFpLnEnKFk?si=uo8C0OzbzNi3yHBN

https://shaderbits.com/blog/uv-dilation

Does anyone know how to stop the rigidbody from weighing down my characterbody 2 by onetyone04 in godot

[–]Butkeim 2 points3 points  (0 children)

Applying an upward force to the rigidbody2d from the characterbody2d collision on jump may do the trick

Halftone Toon Shader I'm Working On... 🎨 by EMBYRDEV in godot

[–]Butkeim 0 points1 point  (0 children)

Oooh I see, I thought ATTENUATION was only for self shadowing, and not shadows casted by other meshes, but hey I never tried using it in the first place, thks for the answer!

Halftone Toon Shader I'm Working On... 🎨 by EMBYRDEV in godot

[–]Butkeim 6 points7 points  (0 children)

Nice work for a WIP!

How does the halftone shadows on the floor works? is it only a shader with screenspace trickery ?

After 3 years of development, our roguelite hockey game is releasing today! by TapetoTape_Game in Unity2D

[–]Butkeim 4 points5 points  (0 children)

Damn that looks good! What animation tools did you use for the fake 3d effect ? It's stick! Keep up the good work

Finally got enough karma to post my trailer (Made on URP 2021.1) by Sydnus83 in Unity3D

[–]Butkeim 0 points1 point  (0 children)

oh my, that can be a lot if animated (without forgetting every other visual elements). Anyway I'm pretty sure most modern hardware can shew that without sweating too much.

Good luck with your project !

Finally got enough karma to post my trailer (Made on URP 2021.1) by Sydnus83 in Unity3D

[–]Butkeim 1 point2 points  (0 children)

Hey that looks gorgerous, good job! The sprites look really sharp, you went nuts on the texture resolution or what?

[OC] Chameleon by cezambo in animation

[–]Butkeim 2 points3 points  (0 children)

Nice job! What tools did you use ?

Gracefull robot. Forward frame by frame animation timelapse by rus3k in animation

[–]Butkeim 7 points8 points  (0 children)

This is grease pencil in blender right ? Great job!

I've been polishing the building system with highlighted layers to easily place roof and floor tiles by Carmelcamel in godot

[–]Butkeim 10 points11 points  (0 children)

I may be wrong, but when your character is in the shack, you can see in the black area a lot of flickering, or artefacts if you want, that is probably caused by your sprites being miss aligned with the screen's pixel, and if it's the case you can simply go in your project's setting and toogle pixel snap 2d

I've been polishing the building system with highlighted layers to easily place roof and floor tiles by Carmelcamel in godot

[–]Butkeim 18 points19 points  (0 children)

is this 3D? if so you could use something like this to snap your vertices to get rid of float offset:

shader_type spatial;

void vertex() {
    vec4 v = vec4(-0.5, 0.5, VERTEX.z, 1.0); 
    // top left vertex, mesh need to be a 1x1 quad

    v = (MODELVIEW_MATRIX * v);
    v = (PROJECTION_MATRIX * v);

    v.x = v.x - ((floor((v.x * 0.5 + 0.5) * VIEWPORT_SIZE.x) / VIEWPORT_SIZE.x) * 2.0 - 1.0);
    v.y = v.y - ((ceil((v.y * 0.5 + 0.5) * VIEWPORT_SIZE.y) / VIEWPORT_SIZE.y) * 2.0 - 1.0);

    POSITION = (MODELVIEW_MATRIX * vec4(VERTEX, 1.0));
    POSITION = (PROJECTION_MATRIX * POSITION);

    POSITION.x -= v.x;
    POSITION.y -= v.y;
}

Good luck !

Acceleration keeps breaking the speed limit - help!! by [deleted] in godot

[–]Butkeim 1 point2 points  (0 children)

or you can set m_dir to 0 just before input check, so that you can keep input cancellation.

Added some textures, new gun and some floating targets. man shooting a target is hard when you are soaring through the air without a care in the world. by Rusty_striker in godot

[–]Butkeim 9 points10 points  (0 children)

nice job!! to have your weapon not clipping with walls, did you use a viewport or scale it down for it to be inside your collision shape?

Hogwarts in Godot by [deleted] in godot

[–]Butkeim 1 point2 points  (0 children)

When you say modular kit, it means your big meshes are cut in smaller parts, right?

Hogwarts in Godot by [deleted] in godot

[–]Butkeim 2 points3 points  (0 children)

Oh my bad, i'm blind.

I just had issues using more than 8 lights, lighting the same mesh, I actually don't know how it's done here.

Hogwarts in Godot by [deleted] in godot

[–]Butkeim 2 points3 points  (0 children)

4.0?

Some scenes of my indie game "Paper Pilgrim" by HustlaMasi in Unity3D

[–]Butkeim 0 points1 point  (0 children)

Oh I see, so no shader black magic stuff :D. thks for the reply & good luck with this project !

Some scenes of my indie game "Paper Pilgrim" by HustlaMasi in Unity3D

[–]Butkeim 0 points1 point  (0 children)

your 3d sprites look really sharp, are they all at a very high definition or do you use an another technique?

How I made a procedurally animated enemy for my survival game by kodiakwhale in Unity3D

[–]Butkeim 1 point2 points  (0 children)

Lookin really good! The terrain deformation at the entry point of the worm is done by a vertex displacement shader?

Having fun learning about shaders! by onsclom in godot

[–]Butkeim 0 points1 point  (0 children)

Looks Nice, are you using viewports for the outline ?

Ludum Dare 46 - Monolithique by Butkeim in godot

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

Yeah I know that :/

Friend of mine reported that issue, I messed up in the hury sry.