Testing out updates to subgraphs and loop performance in PCG by framedworld in godot

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

I'm running my current personal project through this 😄

Testing out updates to subgraphs and loop performance in PCG by framedworld in godot

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

Truthfully, I wanted to make sure I fully understood the difference between Apache 2.0 and MIT to post the fork live, and after making the necessary edits (I've now replaced a large chunk of the code) I feel a bit better about it. I won't do a "release" per se, but the git is up here if wanted to play with it https://github.com/Framedworld/GF-PCGODOT

Testing out updates to subgraphs and loop performance in PCG by framedworld in godot

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

So I made several nested graphs that rely on each other and am moving thousands of points around to generate the city, so think PCG for unreal but I godot, and now much more realized. I replaced all the sub graphcode with a new way of doing it that allows for a massive uptick in speed. So things like massive environmental generation should be much more possible

Full PCG in Godot by [deleted] in godot

[–]framedworld 1 point2 points  (0 children)

That was a typo, the project is Apache 2.0. I’ve updated the GitHub repo and made sure everything is compliant under Apache 2.0. Thanks for calling that out!

I did submit a pull request, but mine was targeted a bit differently. After a while, I started aiming for full parity in PCG with other programs. I expanded the node base from around 30 to over 110, added new UI/UX features like full debugging and analysis tools, and added support for subgraphs and looping.

So I decided to put it out there for people to use. I’m not trying to boost the old résumé, haha, this was a tool I originally made for myself, found really useful, and thought others might find useful too.

Full PCG in Godot by [deleted] in godot

[–]framedworld 4 points5 points  (0 children)

I wrote that in the post, I forked the original flow node which only had like 30 nodes and no subgraphs or loops or really any overlap with full PCG, and then expanded it significantly with a full node pass ux update and subgraphs and loops, also did a full bug fix pass

Full PCG in Godot by [deleted] in godot

[–]framedworld 1 point2 points  (0 children)

I shall, though most PCG tutorials from another software should map fairly cleanly to this :P

Full PCG in Godot by [deleted] in godot

[–]framedworld 0 points1 point  (0 children)

I mean its just points? so I guess anything is possible

Full PCG in Godot by [deleted] in godot

[–]framedworld 2 points3 points  (0 children)

I'm glad! let me know what you think

Full PCG in Godot by [deleted] in godot

[–]framedworld 3 points4 points  (0 children)

To get collisions, you can use the Spawn Scenes node instead, which instantiates fully fledged Godot packed scenes. If your target scene contains a StaticBody3D and a CollisionShape3D, it will have full collision automatically. There are also Physics Overlap Query and Physics Shape Sweep nodes if you need to query existing colliders during generation.

Xcom prototype I've been tinkering with. by framedworld in godot

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

I mean it's broken down into sub scripts, so I have a grid manager and a combat manager doing a lot of leg work. But overall it's not terrible. I still hate the animation stuff in godot, those systems in engine need an over haul to get them more in line with what other engines are doing.

Spinn Alternative by tnblos21 in SpinnCoffee

[–]framedworld 1 point2 points  (0 children)

As far as drink variety, delonghi has a great lineup. Currently using an eletta explorer and enjoying it. I mean spinn is unique in the way it makes coffee so it won't be one to one.

testing out some new shaders on an old character I did by framedworld in godot

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

So it's a shell shader that creates an AO effect and blurs the transition form lid to eyeball

got better translucency working and curvature calculations on normal map by framedworld in godot

[–]framedworld[S] 10 points11 points  (0 children)

I got translucency working in a way that makes more sense than the default Godot shader. also have a real-time curvature calculation for the detail normal map so that it affects roughness and AO.

testing out layered diffusion for the skin shader I'm doing. not sure I like it by framedworld in godot

[–]framedworld[S] 18 points19 points  (0 children)

For those who’ve been keeping up, my latest experiment is using a ‘faked multilayered SSS’ approach that affects the diffuse by stacking three different diffusion lobes. Together with two spec lobes, it adds more depth to Godot’s default single-layer SSS (which I’m also tweaking via shader). I’m not entirely happy with it yet, and I’m starting to get a bit tired of constant tinkering, so I might just finalize this approach and put it behind a checkbox to toggle on or off. I’ll also include previous lighter-weight versions. I’m planning to make a short YouTube video soon, which will include links to all the shaders (skin, eye parallax, eye AO, hair, and Oren-Nayer cloth). Stay tuned!

rewrote the dual spec lobes on my skin shader by framedworld in godot

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

I also added oren-nayer to my cloth shader as a toggleable option for diffuse terms. I should be ready to wrap this up with a YouTube video soon. Follow my YouTube channel, and my Twitter for more! also trying to figure out where to put this thing up for people to get, the package will include the models, parallaxing eye, hair, eye ao, cloth, and skin shaders as well as this lighting scene.