Casual Garage Coder
@CGarageCoder
Followers
4K
Following
19K
Media
516
Statuses
8K
Part-time solo indie #GameDev / composer / artist Co-founder of The Godot Barn @GodotBarn Working on his next big game (TBA). #GodotEngine
Joined November 2021
Here is a "clean" version of the flock of boids video : https://t.co/L5QqFpAeIF
#gamedev #glsl #GodotEngine @Indieverse_x
1
1
22
Wireframe rendering shows how the terrain is moved on the fixed mesh. The shader is performing a bicubic Bézier interpolation on the 128x128 heightmap (as for all the previous posts made about terrains). #GodotEngine #shader #glsl #indiegame
0
0
7
Blue : Fixed Mesh moving along with the camera (36k vertices, 72k faces) White : 128x128 instances of 3x3 quads (262k vertices, 294k faces ). The fixed mesh is computed once and a shader "moves" the terrain on it based on the camera translation/rotation. #GodotEngine #solodev
0
0
4
I'm starting an article (or a series of articles) about making a workflow to create 3D animated characters into Godot. As a draft, i've made a quick experiment. It's a bit rough/unpolished, but tell me what you think about it. https://t.co/6HA8bCLX18
#GodotEngine @GodotBarn
0
1
3
#GodotFest sets the bar high. Quality talks and great organization. I've met many delightful devs. Unfortunately, I've not seized the opportunity to greet many of the people i know online 😥 Everybody looked super busy.
0
0
2
@TearsOfJake But it won't be used in case of Noise2DTexture, obviously. The Noise3DTexture should be fine tho. This new method will have to be directly called. It might have a usage in a software (CPU based) application even if it fits more GPU based computation like shaders.
0
0
0
@TearsOfJake Sadly, this implementation misses the point of this particular version of Perlin noise : Stretching along a vector field. The shader implementation uses world position and normal to apply the noise upon a surface. I should add a method to take position and normal into account.
1
0
0
As a request, I have implemented the Steerable Perlin Noise from @TearsOfJake as a Noise resource in #GodotEngine. The implementation is a port of the shader code. Feel free to contribute/review/give insights #procgen #perlin
https://t.co/tmJilhSZXj
github.com
An implementation of Steerable Perlin Noise as a Godot resource - CasualGarageCoder/SteerablePerlinNoise.gd
2
1
2
Right handed vs. Left handed keyboard mapping (when you can remap ...). #gaming #Accessibility
0
0
2
Simple 2D maze generator using #GodotEngine. #procgen #indiegamedev Code and example available at https://t.co/XPMjEeAvHS
0
0
7
What about a nice little #GodotEngine module to give a small API about feedforward neural networks and backpropagation learning ? Just that. Nothing more. Very focused and narrow scoped.
1
0
4
my custom brush got filled with junk data again and just LOOK AT IT it's the prettiest one yet! #digitalpainting #GodotEngine #art
0
1
12
Script prototype of daylight map: Amount of light the map get through the day. Missing: Indirect lighting(will depend on type of terrain), and taking water into account. Then, porting this in C++/OpenMP/AVX. #procgen #indiegamedev #solodev #GodotEngine
1
0
6
Irrigation map computed using C++/OpenMP. The lakes and rivers only take less than 5ms to compute, but the irrigation requires to be spread using some rules. Too reach stable state requires ~200ms with a core i5-13th gen :/ Next step, vegetation ! #indiegame #solodev #procgen
0
0
5
There's even a small example of usage with screen selection using mouse :
0
0
2
Just made a small UI node in #GodotEngine to display monitors layout (which is handy if you have multiple monitors and you want to select one). #indiedev #gamedev #uiux #Accessibility
https://t.co/Z1MCefIprh
3
1
17
Sometimes, one only needs a small resolution terrain with a decent interpolation function to achieve decent result. Here is a starting point with less than 100 LoC with #GodotEngine. #indiegame #procgen #terrain
https://t.co/2UqJHkcysO
1
0
10