
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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Replying to @Bolicha_Studio
That's really really nice. Good job. You are very talented.
Casual Garage Coder retweeted
Did you know that in Folklands, unemployed folks flock towards burning buildings, waving their arms and asking you to put it out 💦
the building will still burn down but circus to the people! 🔥
Replying to @Bolicha_Studio
I wish you could explain to me how you proceed to implement the brushes.
It's been a while since I've last posted here. I'm active in the "other platform" with the blue thingy.
Should i cross post here, too ? 🤔
Saying goodbye to Youtube as a viewer. The recent usage restrictions are just intolerable.
I'll keep posting devlog (if i find time to do so), but else, I'll enjoy a life without YT. #YouTubeDOWN
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
Replying to @Bolicha_Studio
I'll steal your code as soon as you'll publish it ;) very well done !
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
#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.
Replying to @CGarageCoder @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.
Replying to @CGarageCoder @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.
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
github.com/CasualGarageCoder…
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…
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.
Casual Garage Coder retweeted
my custom brush got filled with junk data again and just LOOK AT IT it's the prettiest one yet!
#digitalpainting #GodotEngine #art




