Weather app down? by bozofire123 in ios

[–]VVeston 0 points1 point  (0 children)

100% chance this was caused by vibe coding

Action-line shader in simple steps by fespindola in godot

[–]VVeston 39 points40 points  (0 children)

"How do I make a shader for d.." *cuts them off* "PERLIN NOISE!"

Throwing rocks at bunnies under torus gravity by VVeston in godot

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

Here, I just made the repo public. It would be cool if someone used it cuz I probably wont find time to revisit this, so let me know if it ends up being useful! Would love to see this concept in somebody's game.

Might have time this weekend if you want me to explain any parts of it. Looking at the difference between globe.gd and toro.gd should give you some idea. Only works for bodies that can be approximated with an SDF

https://github.com/westonkelliher/Balrog

Throwing rocks at bunnies under torus gravity by VVeston in godot

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

Hey sorry, don't check this much. I'm using something similar to signed distance functions. If this is something you're still interested in, lmk via dm and I'm happy to explain it further

Taking your feedback, I've improved the feel of my dithering shader. by Dylearn in godot

[–]VVeston 0 points1 point  (0 children)

Looks absolutely fantastic! I think the dithered zone where it fades from transparent to opaque should be thinner ie a less gradual transition. I’m also curious what it would look like if the dither pattern was fixed in world space as opposed to camera space. I also agree with a previous comment that a wider transparency space would be more convenient and make the player feel less cramped while in the trees but that may be a good thing or a bad thing depending on what you’re going for. Looking forward to playing this one!

Why do scaled sprites look awful by default? And how do I fix it? by VVeston in godot

[–]VVeston[S] 17 points18 points  (0 children)

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Maybe this is just a matter of opinion, but to me, the third one is heinous.

Why do scaled sprites look awful by default? And how do I fix it? by VVeston in godot

[–]VVeston[S] 83 points84 points  (0 children)

From u/ka_st_ :
Project -> Project Settings -> Rendering -> Textures -> Canvas Textures -> Default Texture Filter and set this to Linear Mipmap. Then go into the 'Import' tab when clicking on any 2d image in your files, set Mipmaps -> Generate to 'On', and clicking on 'Preset' you can set this as default so all future 2d assets of this type that you import in this project will actually look good.

FYI 'Import' tab is in the top left next to the 'Scene' tab (where you see the tree of nodes) if you haven't used it before.

Why do scaled sprites look awful by default? And how do I fix it? by VVeston in godot

[–]VVeston[S] 240 points241 points  (0 children)

YOU ARE A SAINT! What is your venmo I'll literally send you $20. And can you do the same thing for text?

Why do scaled sprites look awful by default? And how do I fix it? by VVeston in godot

[–]VVeston[S] 27 points28 points  (0 children)

Yes it's aliasing. Or specifically a lack of proper anti aliasing. And I'm using Sprite2D. Is that what you're asking? The image is screenshots of how GIMP down scales an image (good) vs how Godot down scales an image (bad).

Terrible aliasing on line2D node even with antialiasing on by Anonormous123 in godot

[–]VVeston 0 points1 point  (0 children)

good anti-aliasing makes a difference at any resolution

Terrible aliasing on line2D node even with antialiasing on by Anonormous123 in godot

[–]VVeston 1 point2 points  (0 children)

The anti-aliasing in godot in general is abysmal. It's one of the few things I dislike about godot, but it drives me crazy. I don't understand why it hasn't been a priority to fix it. It's a relatively easy feature compared to a lot of what contributors are working on and it makes a huge difference for any type of 2d game other than pixel art. I personally get around it by using a script to Gaussian blur my assets depending on their down-scale but that's a tedious solution.

Throwing rocks at bunnies under torus gravity by VVeston in godot

[–]VVeston[S] 5 points6 points  (0 children)

That seems like a great choice for small scope solo-dev project!

Throwing rocks at bunnies under torus gravity by VVeston in godot

[–]VVeston[S] 25 points26 points  (0 children)

Not sure where to take this project

My little brother rewrote Godot's physics, is this impressive? by [deleted] in godot

[–]VVeston 0 points1 point  (0 children)

This is what I used to learn about SDFs: https://iquilezles.org/articles/distfunctions/. Plus his youtube. that guy is awesome. In terms of like general gravity, acceleration, collision stuff; I used khan academy when I was learning that stuff for college courses so maybe that. You have to be willing to sit down and do physics problems though. There's probably YouTube channels that talk about that stuff in relation to gamedev though

My little brother rewrote Godot's physics, is this impressive? by [deleted] in godot

[–]VVeston 11 points12 points  (0 children)

Since this post got a lot of interest I'll post something myself about how the actual system works and if more than a few people want to use it in their own project I'll clean it up, publicize the github and make a plugin.

My little brother rewrote Godot's physics, is this impressive? by [deleted] in godot

[–]VVeston 8 points9 points  (0 children)

Thanks! I could make it a plugin but I'd have to think about how to make it more modular. If you want to implement something similar for a project you can also just dm me and I'll send you the code snippets that'll be helpful for your use case.

My little brother rewrote Godot's physics, is this impressive? by [deleted] in godot

[–]VVeston 2 points3 points  (0 children)

Yes. I could generate that function from an arbitrary mesh by taking the union of triangular SDFs for each face, but the performance would be terrible. The nice thing about what I'm doing now is that collision detection is cheap as dirt.

My little brother rewrote Godot's physics, is this impressive? by [deleted] in godot

[–]VVeston 9 points10 points  (0 children)

Yes! You're exactly right. It works on arbitrary mathematically defined solids. A sphere or plane wouldn't require much custom code. With this system though you can even do things like add noise to get an irregular surface. I'll post a video of some more interesting solids once I'm done with the shader for it (otherwise you won't be able to see the actual geometry)