
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
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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
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
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. youtu.be/_ChIgQkp0Po #GodotEngine @GodotBarn
Right handed vs. Left handed keyboard mapping (when you can remap ...). #gaming #Accessibility
Simple 2D maze generator using #GodotEngine. #procgen #indiegamedev
Code and example available at thegodotbarn.com/contributio…
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
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


