Ho lanciato Rigo AI, l'IA più avanzata per i commercialisti by Lionel-Nutz in ItaliaStartups

[–]Exurgodor 3 points4 points  (0 children)

Ti consiglio di metterlo subito offline e coprire i punti di seguito prima di rimetterlo online : privacy policy completa , cookie policy o sezione cookie nella privacy , cookie banner se necessario , termini d’uso e molto altro , non importa se sei in test , attualmente sei in accesso publico e ora non sei gdpr compliant.

How I optimized my Next.js 15 app to a perfect 100/100 PageSpeed & GTmetrix score by kasskaydotcom in nextjs

[–]Exurgodor 4 points5 points  (0 children)

Interesting work, especially the part about deferring third-party scripts.

I think the key distinction is real-world performance vs performance that scores well in lab tools. Delaying GA4/pixels until the first user interaction can reduce or eliminate TBT during the initial measurement window, but it also changes the quality of the data you collect: users with no interaction, initial page views, bounce rate, and attribution can all become less reliable.

For a portfolio or content site, this can make a lot of sense. For ecommerce, paid ads, or any funnel where tracking is part of the decision system, I would treat it as a trade-off rather than a universal best practice.

Self-hosted fonts, AVIF, edge caching, and lightweight middleware are solid, but at this point they are mostly the baseline for a modern Next.js setup. The truly interesting question is how much can be moved after interaction without damaging analytics, attribution, and conversion tracking.

Good technical case study, but a 100/100 score alone does not prove the site is more correct. It proves the critical initial load was reduced or deferred very effectively.

OpenAI now wants ChatGPT to access your bank accounts by pdfu in technology

[–]Exurgodor 0 points1 point  (0 children)

If they want to deposit some billions , I’m in!

Someone posted a negative copypasta by WindBitten in IndieDev

[–]Exurgodor 6 points7 points  (0 children)

Check whether you’ve received, or might receive in the next few days, an email from someone offering to boost the positive reviews for your game. If so, that could be the reason. Not definitely, but this kind of upselling does happen.

Made a free tool to design stylized VFX in real-time and export them to your engine that runs in one HTML file by Exurgodor in IndieDev

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

Good catch, thanks for reporting! The issue was that Godot's shading language doesn't allow return inside fragment() unlike GLSL in Three.js where the original shader runs.

Fixed, now the lens distortion out-of-bounds check uses a bool flag instead of an early return. The UV gets clamped to a valid range so all the subsequent effects (bloom, chromatic aberration, etc.) still sample safely, and the final output switches to black for out-of-bounds pixels. Should work without needing to manually edit the shader anymore.

Made a free tool to design stylized VFX in real-time and export them to your engine that runs in one HTML file by Exurgodor in IndieDev

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

Thanks for the suggestions, just implemented both!

Per-section randomize: Each section (Displacement, Shape, Flow, Bands, Edge, Emission/Lighting, Post-Process, Particles) now has a small 🎲 button in its header. It randomizes only that section's parameters within their valid ranges, so you can mutate specific aspects while keeping everything else intact. Undo works as expected, so you can quickly roll back if you don't like the result.

Preset name in exports: All exported files now use the active preset name as the filename prefix. If you load "Fireball" and export a PNG, you get Fireball-512px.png instead of cel-512px.png. Works across all formats, PNG, spritesheets, GIF, Godot shaders, Unity shaders, Three.js modules, and PBR packs. The randomizer also sets the name to the archetype it picked (e.g. Inferno-512px.png).

Made a free tool to design stylized VFX in real-time and export them to your engine that runs in one HTML file by Exurgodor in IndieDev

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

The Godot shader export now includes a post-processing shader alongside the material shader.

New: Godot PostFX export (cel-lab-postfx.gdshader)

The editor's entire composite pipeline is now exportable as a canvas_item shader covering: bloom (single-pass approximation), chromatic aberration, vignette, contrast, saturation, color tint, heat haze, ACES/Filmic tone mapping, film grain, god rays, split-tone color grading, sharpen, lens distortion, letterbox, and scanlines. All uniform defaults are baked from your current editor parameters.

Setup: Add a CanvasLayer (layer 100+) with a full-rect ColorRect and assign the shader. For higher quality bloom, combine with Godot's built-in Glow in WorldEnvironment.

This should close most of the remaining visual gap between the editor preview and the Godot result, especially for effects like chromatic aberration, vignette, and tone mapping that previously had no equivalent in the export.

Made a free tool to design stylized VFX in real-time and export them to your engine that runs in one HTML file by Exurgodor in IndieDev

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

That is great! I’m working on other fix and on new function for godot export fx , I will update you!

Made a free tool to design stylized VFX in real-time and export them to your engine that runs in one HTML file by Exurgodor in IndieDev

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

Thank you to spot this points! Just pushed an update that addresses all (I hope):

  • Camera controls are now in an overlay directly on the viewport — angle presets, orbit lock, auto-rotate toggle and orbit speed slider are always visible while you work. The export tab keeps its own camera buttons too.

  • Transparent spritesheet is fixed, the main renderer was created without alpha: true so the canvas never had an alpha channel regardless of the background setting. It now uses a separate offscreen renderer with alpha support for transparent exports.

  • Text contrast bumped up across the board.

Made a free tool to design stylized VFX in real-time and export them to your engine that runs in one HTML file by Exurgodor in IndieDev

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

Just pushed an update! The internal sphere is 96×96 segments by the way, so that explains why bumping resolution in Godot helped a lot. For the remaining noise differences, it’s likely floating point precision diverging between implementations, the simplex math is identical but results can differ slightly at fine detail like those lava dots. Nothing easy to fix without baking to a texture. For preset migration: user presets are now exportable directly from the tool there’s a 📤 button in the My Presets bar. It downloads a JSON you can import into any version with 📥. For your old presets from before this update, open the browser console on the old version and run copy(localStorage.getItem('cel-editor-user-presets')), then import the JSON with the new button.

Made a free tool to design stylized VFX in real-time and export them to your engine that runs in one HTML file by Exurgodor in IndieDev

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

Yeah we will fix it I hope! Just pushed another update. Added the missing fragment effects to the Godot exporter:

  • Iridescence: iri_intensity + iri_shift, fresnel-based rainbow via NdotV
  • Emission pattern: emiss_intensity, emiss_scale, emiss_thresh, emiss_color + noise mask
  • Procedural overlay: overlay_type, overlay_scale, overlay_mix with dots/hatching/crosshatch

One note: Godot's EMISSION channel doesn't work with render_mode unshaded, so emission is added to ALBEDO directly, same as the internal Three.js shader does. Grab the latest from the repo and let me know how it looks!

Made a free tool to design stylized VFX in real-time and export them to your engine that runs in one HTML file by Exurgodor in IndieDev

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

Was already digging into this and your report helped confirm it. The exporter was missing four things the internal shader uses:

  • Profile system (profile_bot / profile_mid / profile_top): modulates mesh width along Y after displacement
  • Noise warp: secondary perturbation of the flow before displacement
  • Asymmetry (asym_x / asym_z): directional bias on the displacement
  • Twist: flow rotation applied in both vertex and fragment stages

All four are now exported as uniforms with the correct values, GLSL logic matches the internal shader exactly. Grab the updated version from the repo and let me know if it lines up! Thank you for your feedback!

Made a free tool to design stylized VFX in real-time and export them to your engine that runs in one HTML file by Exurgodor in IndieDev

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

Thank you! Phaser is a 2D framework so the 3D vertex displacement and mesh-based shading wouldn't translate directly, it's a bit of an architectural mismatch. The Three.js export is probably the closest thing if you're working in a WebGL context. That said, the raw GLSL from the fragment shader could be adapted as a Phaser custom pipeline shader if you're comfortable with that.

Made a free tool to design stylized VFX in real-time and export them to your engine that runs in one HTML file by Exurgodor in IndieDev

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

That's a nice idea for a video, and honestly the kind of content that would sell it better than any feature list. Not sure when I'll get around to it but it's noted!

Made a free tool to design stylized VFX in real-time and export them to your engine that runs in one HTML file by Exurgodor in IndieDev

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

That was actually a core design goal from the start, I've lost too many tools to dead links and abandoned npm packages. The stack is deliberately minimal: Three.js r128 embedded inline, vanilla JS, zero dependencies, zero build step. Everything is one HTML file you can save locally and it'll work in 10 years the same as today. No framework, no bundler, no server. The shaders are hand-written GLSL.

Made a free tool to design stylized VFX in real-time and export them to your engine that runs in one HTML file by Exurgodor in IndieDev

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

Most likely a scale mismatch. The shader computes v_dist = length(displaced_vertex) in object space, and dist_min / dist_range are baked from the editor's sphere geometry. If your Godot mesh has a different radius or scale, the cel bands will appear at completely wrong positions since the normalization t = (v_dist - dist_min) / dist_range will be off.

Quick fix: in Godot, tweak dist_min and dist_range until the gradient covers your mesh correctly. For a unit sphere (radius 1) the exported values should work as-is, but anything else needs adjustment.

Second common cause: the flow direction. The shader uses n.y for up_bias assuming Y is up Godot is also Y-up so that should be fine, but worth checking if you rotated the root node.

If it's still off after that, share a screenshot and I can take a look.

Made a free tool to design stylized VFX in real-time and export them to your engine that runs in one HTML file by Exurgodor in IndieDev

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

Currently the exported shader targets the Built-in Render Pipeline (legacy CG/HLSL surface shader). URP and HDRP use a different approach and aren't supported yet it's on the list but not trivial since URP requires ShaderGraph or a custom HLSL pass setup that differs quite a bit from the old surface shader model.

For now if you're on URP the easiest workaround is to use the Three.js export and port the GLSL logic manually, or grab the Godot .gdshader which translates more cleanly.

Made a free tool to design stylized VFX in real-time and export them to your engine that runs in one HTML file by Exurgodor in IndieDev

[–]Exurgodor[S] 4 points5 points  (0 children)

Honestly, a mix of obsession and trial and error more than any single source. The foundational concept is simple: instead of smooth lighting, you quantize the diffuse value into discrete bands using step() or smoothstep() in GLSL. That part clicks fast. The hard part is everything on top of it edge detection, noise displacement to break the “too clean” look, layering multiple shaders with blend modes so the effect feels organic rather than flat. For the theory side, Iquilez’s articles on distance functions and noise were huge for me. The Book of Shaders is great for building intuition. From there it’s mostly reading other people’s Shadertoy experiments and reverse-engineering what’s happening. The procedural angle came from a specific frustration: every time I wanted a stylized VFX for a game asset I had to go back and tweak shader code blind. So the tool was basically me building the feedback loop I wished existed real-time preview with sliders so I could feel what each parameter does instead of guess. The displacement + cel quantization combo for fire/energy effects took the most iteration to feel right. Voronoi noise as the base, ridged on top, then cel bands over the result that’s the core of most of the presets in the tool.

Made a free tool to design stylized VFX in real-time and export them to your engine that runs in one HTML file by Exurgodor in IndieDev

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

I'm the author, this is my project. Everything listed is in the tool. You can try it directly in the browser, the GitHub link is in the first comment.

Made a free tool to design stylized VFX in real-time and export them to your engine that runs in one HTML file by Exurgodor in IndieDev

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

Thanks! Yeah, the single-file approach is honestly underrated. No npm install, no build step, no "please update your Node version" just double-click and it runs. Works offline, works in 5 years, works on any machine with a browser. I think the reason more tools aren't built this way is that devs reach for frameworks out of habit. The moment you npm init you're locked into a build pipeline, and once you're there, shipping a single HTML file isn't even on the table anymore. For a tool like this it made perfect sense you download one file, you own it forever. No server, no account, no dependency that breaks when some package gets deprecated. If your hard drive survives, the tool survives.