I write Unity tutorials and Godot tutorials that focus on programming. I also maintain AnyDice.

Amsterdam
Joined July 2009
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Replying to @boardyai
As much as possible, yes indeed.
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Replying to @DaleJackson187
The more octaves the more expensive it gets, and curl is heavy too. For a big terrain you could bake the heavy pattern to textures with compute shaders on demand. On top of that can be added some extra in the shader for details when needed.
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Replying to @RyanJ_KOL
At too high a strength it falls apart. You can see that in the tutorial.
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Replying to @gyuforge
You could deform via a compute shader, retrieve buffer, then update collider. Probably not something you'd want to do all the time though, unless it's the only thing going on.
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The culmination of my upcoming PGPUP #GodotEngine #gamedev tutorial is: a wriggling plane!
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Torus with exclusively animating curl (besides global rotation). For upcoming PGPUP #GodotEngine #gamedev tutorial.
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Small fix in PGPUP part 8: smooth01 now also supports PATTERN_SAMPLE_VALUE_TYPE other that float.
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Replying to @XscoGames
Many game planets are actually donuts.
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Coming up next for my Procedural GPU Patterns #GodotEngine #gamedev tutorial series: curling noise, also on a torus.
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Coming up next for my Procedural GPU Patterns #GodotEngine #gamedev tutorial series: curling noise.
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Replying to @yamenallaf222
You're welcome!
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Replying to @ZeusSocialHQ
As long as the dough isn't stretched too thin.
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Replying to @ZeusSocialHQ
Up next: a new way to stir the dough!
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In the last tutorial we made value noise, which works for making flat pancakes. But we want donuts! Therefore we add tiling support to the noise, so we can seamlessly wrap it around a torus. #GodotEngine #gamedev catlikecoding.com/godot/proc…
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Coming up next for my Procedural GPU Patterns #GodotEngine #gamedev tutorial series: seamless value noise on a torus.
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