thanks! performance-wise it's in a good state. there are definitly ways to improve it. i hope to implement it in my little sandbox project. i really like the way it turned out :)
18.09.2025 23:06 — 👍 2 🔁 0 💬 0 📌 0@pipok.bsky.social
➞ hobby game-dev && shaders ➞ working on a sandbox project 👀🛠️
thanks! performance-wise it's in a good state. there are definitly ways to improve it. i hope to implement it in my little sandbox project. i really like the way it turned out :)
18.09.2025 23:06 — 👍 2 🔁 0 💬 0 📌 0lattice Boltzmann fluid simulation shader in #godot #gamedev
18.09.2025 21:48 — 👍 14 🔁 2 💬 1 📌 0thank you!
21.07.2025 19:57 — 👍 1 🔁 0 💬 0 📌 0infinite procedural chunked worlds #godot #gamedev
21.07.2025 17:59 — 👍 18 🔁 3 💬 1 📌 0this approach allows for practically infinite amount of lights. i have separate subviewport to which i draw in order to generate what one might call a "depth buffer". all light data (position, range, color) is passed to deferred shader, where light is calculated in a ray-based manner.
11.07.2025 21:24 — 👍 4 🔁 0 💬 0 📌 0custom deferred lights with per-pixel shadows #godot #gamedev
11.07.2025 21:16 — 👍 85 🔁 13 💬 2 📌 0liquid space skybox #shader made in #godot
25.05.2025 07:51 — 👍 3 🔁 0 💬 0 📌 0