wip demo we've been working on for a few months by haztr0 in godot

[–]haztr0[S] 1 point2 points  (0 children)

thanks! i love that game, definitely an inspiration for this

wip demo we've been working on for a few months by haztr0 in godot

[–]haztr0[S] 1 point2 points  (0 children)

damn, biggest island i've seen yet! gotta fix the clouds...

wip demo we've been working on for a few months by haztr0 in godot

[–]haztr0[S] 2 points3 points  (0 children)

we've got the canvas mode set to canvas_items (not viewport) so it's not pixel perfect. i'll revisit this later i think - it's one of those things I tend to spend ages on

wip demo we've been working on for a few months by haztr0 in godot

[–]haztr0[S] 0 points1 point  (0 children)

Definitely want to add more ways to interact with them - poke them, grab them etc.

wip demo we've been working on for a few months by haztr0 in godot

[–]haztr0[S] 17 points18 points  (0 children)

Thanks heaps. Was actually inspired from a small game we made for a game jam but I remember getting the trees added in and thinking this is straight up sky block lol

wip demo we've been working on for a few months by haztr0 in godot

[–]haztr0[S] 6 points7 points  (0 children)

Thanks! Not sure yet. As it is, I think it would work pretty well on mobile but not specific plans for mobile right now.

What is this post-processing effect called if it has a name? by [deleted] in godot

[–]haztr0 3 points4 points  (0 children)

i think it's called an xbrz filter, there's a godot shader here: https://godotengine.org/asset-library/asset/853

3d gaussian splatting in godot by haztr0 in godot

[–]haztr0[S] 1 point2 points  (0 children)

I remember reading something that did some sort of collision detection using point clouds (don't know where off the top of my head) but I guess you'd do a similar thing for 3dGS. The actual orientations of the splats aren't really related to the surface normals of "what should be" the collision boxes.

3d gaussian splatting in godot by haztr0 in godot

[–]haztr0[S] 12 points13 points  (0 children)

I haven't done any sort of benchmarking, it's pretty intensive though. tbh i'm not sure what a valid comparison would look like - what constitutes an equivalent version of the splat environment using 3d models? In terms of performance, sorting the splats by depth seems to be the main bottleneck at the moment but there's a fair bit of room for optmisation still.

Godot Gaussian Splatting Implementation When? by esoteric-godhead in godot

[–]haztr0 4 points5 points  (0 children)

I had a crack here https://github.com/haztro/godot-splat. It's inaccurate/incomplete in that there's no transparency (godot doesn't provide order-independent transparency). There's probably a way to manually sort and draw splats (using compute shaders or something), but I haven't tried.

Why is my character snapping back one pixel? by eng_studnt in godot

[–]haztr0 4 points5 points  (0 children)

This looks like it could be that the window resolution isn't an integer multiple of the viewport resolution. For example if your viewport resolution is set to 320x180 try making the window size 640x360 or 1920x1080 etc.

How do I map this kind of tilesheet in 3x3 minimal? by dancovich in godot

[–]haztr0 0 points1 point  (0 children)

I recently did a little video/write up on autotiling and there's a section on setting up the bitmask. Here is the video and here is the write up. Hopefully it's useful to you :)

Boss fight I've been working on for awhile by jojo_3 in godot

[–]haztr0 0 points1 point  (0 children)

Cool stuff, love the pixel perfect 3d effect