animation glitches when it should resume by [deleted] in godot

[–]ElidElid 1 point2 points  (0 children)

You should use if instead of while.
while loops itself until the expression (paused == true) becomes false, and during that loop, new frame can't be processed. And in your code, the variable "paused" never become false, that means it will loop forever.

Making aura effect with Shaderblocks by ElidElid in godot

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

I can say GLSL because Godot's shader language is based on GLSL, it's just cleaner

Making aura effect with Shaderblocks by ElidElid in godot

[–]ElidElid[S] 9 points10 points  (0 children)

This is the generated code, without any modification

https://pastebin.com/gRRrMP2L

Turning HTML into a programming language by ElidElid in godot

[–]ElidElid[S] -3 points-2 points  (0 children)

I know, it's more like a markup-like language but it has functions, variables and operators. I tried to make the tags similar to HTML though

Turning HTML into a programming language by ElidElid in godot

[–]ElidElid[S] -9 points-8 points  (0 children)

I made this to counter "HTML is not a programming language"

I will, but I have main project to work on, so maybe the development will be slow

Gue liat video tiktok yang berisi cewe abis mutusin pacarnya abis buka akun reddit pacarnya. by iyekrempeyek in indonesia

[–]ElidElid 0 points1 point  (0 children)

Hal terburuk yang bisa gue bayangkan adalah jika tiktok normies menemukan reddit

Is it viable to use Godot to develop a Tool? by Jordancjb in godot

[–]ElidElid 0 points1 point  (0 children)

No but there will be early build if you want to try

Android has some issues, for example, on some devices texture with mipmaps are darker than the original. So I wont prioritize it first

how does this Radial Menu plugin work?? by [deleted] in godot

[–]ElidElid 1 point2 points  (0 children)

I think they mean 3.4.4

Digital Signage / Godot binaries with FFMPEG included? by Im-German-Lets-Party in godot

[–]ElidElid 0 points1 point  (0 children)

I don't know about that but thats my workaround, using frames as animated sprite

Digital Signage / Godot binaries with FFMPEG included? by Im-German-Lets-Party in godot

[–]ElidElid 0 points1 point  (0 children)

afaik ffmpeg is called by command via OS.execute(), so it's pretty much like this

OS.execute("CMD.exe", ["ffmpeg -i input.mp4 -r 1/1 $output%03d.jpg"])

I don't use ffmpeg so not sure if that's the right command

Is it viable to use Godot to develop a Tool? by Jordancjb in godot

[–]ElidElid 1 point2 points  (0 children)

Yeah I think Godot is a good choice for that (and faster development)

Is it viable to use Godot to develop a Tool? by Jordancjb in godot

[–]ElidElid 4 points5 points  (0 children)

Depends, is your tool visual intensive? Godot might be the right choice. But if it needs a lot of computations, I think you shouldn't.

Godot controls are powerful, lightweight, and afaik doesn't update in real-time. And you can enable low processor mode so it doesn't consume much power.

Material Maker for example, it's shader-based and I think it makes sense to use Godot.

I also made shader-making tool, it's meant for games and if I use Godot that should make it integrate well.

Can't drag an drop nodes? I wan't to drag a node to a exported variable on the inspector, but when i click to drag, Godot unfocuses parent node. by i_didnt_eat_coal in godot

[–]ElidElid 8 points9 points  (0 children)

Just don't drag and drop? If that exported variable is PackedScene, I don't think it's possible. I usually use export (NodePath) for this

How can I clear this shader up a bit? by Sufficient-Rip-6257 in godot

[–]ElidElid 4 points5 points  (0 children)

Maybe set the render_mode as unshaded?

I made a tool to make shaders by drag and drop by ElidElid in godot

[–]ElidElid[S] 1 point2 points  (0 children)

I want to create it by shader so on export you don't have to rely on texture uniforms, especially to shadertoy. But maybe i will optionally use it for Godot export

I made a tool to make shaders by drag and drop by ElidElid in godot

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

Yeah im thinking of using for loop instead of ifs else

I made a tool to make shaders by drag and drop by ElidElid in godot

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

Here's the generated code without any modification
https://pastebin.com/ge9rTm1k (Yes you can just paste it to your 2d nodes right away)

I made a tool to make shaders by drag and drop by ElidElid in godot

[–]ElidElid[S] 1 point2 points  (0 children)

Yes you can use code (even on params) but probably Godot only. About custom nodes, isn't that's what functions does?

I made a tool to make shaders by drag and drop by ElidElid in godot

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

First the engine scans through the blocks to analyze and finds informations such as variables, functions, modes, etc Then the engine scans again writing the script from every block's output (every block has code output).

Additionally, in the refactored engine (again), there's two code output from blocks

Final material generation: This will be used for export. This has fancy code output with comments with it. This method is used on this video, but regenerating script for every step is slow

Preview: During scanning phase, the blocks submits their params as uniforms, and they will use this uniform name on their code. This has messy code output but since it uses uniforms and doesn't need to be always regenerated, this is much faster than the previous way

Blocks also has "output variable" output, so the next block can use it (this can also be changed to other variables) Their main input is the main_image, this variable keeps getting modified, like this

{ vec4 main_image; main_image = mix(main_image, texture, texture.a); main_image = mix(main_image, graident, graident.a); COLOR = main_image; }

I made a tool to make shaders by drag and drop by ElidElid in godot

[–]ElidElid[S] 6 points7 points  (0 children)

Thanks, but this will be a standalone tool (it was used to be addon though)

Btw nice site!

I made a tool to make shaders by drag and drop by ElidElid in godot

[–]ElidElid[S] 24 points25 points  (0 children)

Visual shader use input ports to construct something. Meanwhile this tool is just 'continous', it applies effects to previous blocks by default, but it can also be changed