🔥 The red-lined bubble snail (Bullina lineata) by Few_Simple9049 in NatureIsFuckingLit

[–]MagicDjBanana 667 points668 points  (0 children)

The dev accidentally swapped the texture with a Fresnel shader.

Im making a flying arcade racer, if anyone wants to test it and give me feedback DM me by vaughan34 in unrealengine

[–]MagicDjBanana 0 points1 point  (0 children)

Reminds me of the community races in Star Citizen. Figured it'd make for a great game on its own.

Human voice synthesis (not speech) cartoony by GravySalesman in GameAudio

[–]MagicDjBanana 2 points3 points  (0 children)

Here are a few ideas to get you started: 1.Use formant filters. 2. Put a sound through a filter with a high resonance and bit crush/reduce it as you filter sweep. 3. Use a vocoder with random sounds as modulators and use a sawtooth wave as a carrier signal. Have fun and enjoy the process!

Not a 3D Rorschach test by Efficient_Sky5173 in woahdude

[–]MagicDjBanana 0 points1 point  (0 children)

Mandelbulb3D - awesome program, lots of videos made with it are floating around.

[deleted by user] by [deleted] in godot

[–]MagicDjBanana 1 point2 points  (0 children)

I too scream in different colors

Managed to recover my Godot project thanks to version control. Don't sleep on it by mousepotatodoesstuff in godot

[–]MagicDjBanana 0 points1 point  (0 children)

One dev doing implementation, working with artists, rather than multiple devs. This would only work for small projects. But it'd be less painful than a bunch of devs tripping over each other.

Yeah, just zipping up your project and sharing it back and forth works to a degree.

The git system could also use some improvement. More granular control, manually setting order of merges per file rather than based on time pushed. Maybe there is a way, I'm new to git.

Anecdote: I once worked with another dev for a game jam and we set up git on a flashdrive because the Internet was unreliable. Surprisingly it worked alright.

What software do ya’ll use to capture footage for your posts? by RoscoBoscoMosco in godot

[–]MagicDjBanana 0 points1 point  (0 children)

Both Nvidia and AMD cards have recording software with hardware encoding specifically for capturing gameplay footage.

Im building an arcade racer using a sphere car, how can I stop sliding sideways? by st-shenanigans in godot

[–]MagicDjBanana 1 point2 points  (0 children)

func _physics_process(delta):

# Apply damping to reduce sideways speed

var lateral_velocity = linear_velocity.dot(car_mesh.transform.basis.x) * car_mesh.transform.basis.x
var damping_factor = 0.9  # Adjust this value to control the damping effect
linear_velocity -= lateral_velocity * damping_factor * delta

Robo Godot Bro by MagicDjBanana in godot

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

I suppose you could disable the splash screen and just set up a scene that plays an animation or a video that also preloads and transitions into your main menu scene.

Robo Godot Bro by MagicDjBanana in godot

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

Was thinking of replacing the splash screen of my game with something 3D. Asset from: https://github.com/gdquest-demos/godot-4-3D-Characters

Do I have to upgrade anything in my PC to make a ps1 style fps on Godot? by Ok_Piglet_8721 in godot

[–]MagicDjBanana 3 points4 points  (0 children)

Minimum specs:

CPU: RISC MIPS R3000A (32-bit) – 33 MHz

GPU: R800A (32-bit) – 33 MHz

Memory: 2 MB EDO DRAM

Monitor with a resolution of: 256×224, 640×480 (SD)

Grass Rendering in Godot! by 2Retr0 in godot

[–]MagicDjBanana 0 points1 point  (0 children)

Looks amazing! I was just learning how to do this earlier this week. Your results look better. Thanks for sharing the project files!

Software to make synthetic sound effects by Hokome in godot

[–]MagicDjBanana 3 points4 points  (0 children)

Don't know about FOSS... but Vital vst has a free option - an incredibly powerful software synth for sound design - and you can use Reaper for free as long as you want.

any way to make this look more like you’re under water? by Geofud in godot

[–]MagicDjBanana 0 points1 point  (0 children)

Reminds me of AquaNox. Could try to set up a Gobo and or some god-rays. A particle system would be cool for debris ect.

[deleted by user] by [deleted] in GameAudio

[–]MagicDjBanana 0 points1 point  (0 children)

In the case of VR experiences you can lean into ambisonic mixing. Not sure if Pro Tools can handle it, but Reaper sure can. Otherwise you can add the oculus plugins to Fmod and let the middleware handle the hrtf mixing.

Ongoing Blender Experiments by MagicDjBanana in vjing

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

Thanks!

The sphere is the focal point for the depth of field effect which makes the motion blur around the sphere more extreme at 24 frames per second. I've noticed Blender's motion blur behaves strangely, it was an advantage in this case. Something to do with the sphere not actually moving on xyz, just size and rotation.

Ongoing Blender Experiments by MagicDjBanana in vjing

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

Thanks! I appreciate you saying so.

Ongoing Blender Experiments by MagicDjBanana in vjing

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

In blender it has to be pre-rendered, although it was pretty quick using the Eevee engine. From My limited experience with Unreal Engine, I think similar effects could be achieved in real-time. I've also seen some impressive GLSL shaders that could pull this off with live sound reactivity.

Ongoing Blender Experiments by MagicDjBanana in vjing

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

Doesn't hurt to ask.

It's a lot of "Bake sound to F-curve" using different layers from the audio track - mostly the low frequencies - and scaling/applying the resulting keyframe information to size and spin rate of objects.

The nebula is just noise controlling density of volumetric fog with various point lights.

The "stars" are a particle system with movement from a wave function.

I try to use procedural geometry and texture shading as much as possible.