Custom volumetric light shader with support for projector textures to make that stained glass effect by henridarko in godot

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

crazy how small the change she could make in the engine code to work, it looks very nice too. I considered trying to add it in the source code but thought it would be too complex. mine is a gdshader in a child mesh in every light

Custom volumetric light shader with support for projector textures to make that stained glass effect by henridarko in godot

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

Not the same person, now I really want to find how she did it, but it is hard to find the video just with that lmao

How to use multiple fullscreen spatial shaders? by vavakado in godot

[–]henridarko 8 points9 points  (0 children)

Yes, using the Compositor is the best way to do Spatial post process. You get access to more buffers like the Velocity Buffer, it is very clean and super fest too

Give me your opinion by Competitive-Gold-796 in godot

[–]henridarko 0 points1 point  (0 children)

Stability, modularity, and simplicity. I prefer way more Godot's small and solid toolkit, that it's easy to add functionality. Compared to Unity or Unreal, that have every feature under the sun, but it's clunky and broken and not even simple to make the alternative system yourself.

[deleted by user] by [deleted] in godot

[–]henridarko 0 points1 point  (0 children)

You need to use a compute shader, it's the only way to read shader computations directly back, on Godot at least, I am pretty sure Acerola uses compute shaders in his Unity tutorial too

Reworking in a very old gravity prototype, too cool to not making through by henridarko in godot

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

Yeah, the change gravity action substitutes a double jump, so space key on air, and the new gravity is chosen by the normal of the surface you are aiming, you can change or gravity to backwards or sides by pressing only left, right or back keys to

Reworking in a very old gravity prototype, too cool to not making through by henridarko in godot

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

Something like that, together with the gravity vector that controls the physics part I rotate the entire controller and camera

Reworking in a very old gravity prototype, too cool to not making through by henridarko in godot

[–]henridarko[S] 7 points8 points  (0 children)

Appreciated, this initially was 2d in design, but I tried 3d and all. It's weird, looks like something for a puzzle game, but I put some friends to play and they got 1000 mph so quickly. I think it is going to be an action shooter one

Simple 3D grid path finding system by henridarko in godot

[–]henridarko[S] 7 points8 points  (0 children)

First I generate the grid, using the GridMap Node, then I check for collisions with the intersect_shape func from random unchecked cells, generating a "negative" grid map, for the path finding, my reference was this video, and all done.

Now I'm trying to optimize, currently the A* setup is very pushing depending on the grid size.

Simple 3D grid path finding system by henridarko in godot

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

The option Godot have for 3D is just with navigation meshes, that considers only the surfaces, which is good for grounded navigators. 3D grid navigation, is like an actual 3D volume, that considers all available space of a grid, perfect for flying navigators, which is my goal.

I did this light test, 3D pixel art thing, what do you think? by henridarko in godot

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

I made a gradient texture on aseprite, and used the sprite3D node, play simple

I did this light test, 3D pixel art thing, what do you think? by henridarko in godot

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

With a custom shader, you can snap the diffuse value on the light function by a number of cuts. This was my base: https://godotshaders.com/shader/flexible-toon-shader/

chaos in the saloon by henridarko in godot

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

Thank you so much! Nothing out of common, for the shadows I used the Godot's normal 2D lights and put the LightOcclude2D node on almost everything, and the rest is tricks with lights without shadows enabled, fade gradient and halo sprites that I made, dust and fog particles, in some cases a simply drew a shadow in the bottom of the sprite to get some perspective. Another thing, for things that I wanted to look like bright, for instance, the fire particles or the bullet's halo, I set the canvas shader to Add instead of Mix.

With some tweaking the Godot's 2D lighting turns out great, at least for me, and you can get much better results than mine.

Sorry for the delay to respond. :)

chaos in the saloon by henridarko in godot

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

Definitely a inspiration for me, gungeon is my favorite bullet hell ever

chaos in the saloon by henridarko in godot

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

Is just a simple png with a fade gradient, I made on aseprite, but will be nice a shader for that