It doesn't scale as well as a compute shader approach, but it doesn't require an extra buffer, and works fine for a few characters.
28.01.2026 01:03 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0It doesn't scale as well as a compute shader approach, but it doesn't require an extra buffer, and works fine for a few characters.
28.01.2026 01:03 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0
You have one extra "easy" option, which is to use particle shaders instead.
In each instances you can store custom data that persist over time and that makes it a lot easier to do trails and other temporal stuff.
That looks amazing!
(and a lot better than my attempt at the same effect :D )
Following my last post.
I have created a survey about the multimesh class/node in #godotengine.
Please feel free to respond if you are interested :)
I have tried to ask questions that are as open-ended as possible so as not to steer responses in a particular direction)
forms.gle/6KFdjSeKgxUd...
You should use this awesome #godotEngine addon, animating Control even in Containers, without a single line of code!
#indiedev #gamedev
VBox & HBox are still there for backward compatibility (I think)
And while a grid container with a single column is the same as a VBox, it's hard to turn it into an HBox without knowing in advance how many child nodes it has.
They are already! The base class BoxContainer does that
13.10.2025 22:18 โ ๐ 3 ๐ 0 ๐ฌ 1 ๐ 0You can put as many ScatterItem under the same scatter node, but I agree it's not practical with loads of them. I would need to create a collection node I guess. Where are all your objects? each in their own scene? or all in the same one?
12.10.2025 11:28 โ ๐ 0 ๐ 0 ๐ฌ 2 ๐ 0Oh no, looks like this kind of plugin doesn't exists on the asset lib... Is it time to make yet another addon? ๐
18.08.2025 19:58 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0Tweens only!
18.08.2025 13:41 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0
Didn't know about find_custom!
Global editor plugins would be great too
A built-in solution would be amazing. These three functions live in every single projects I have, but it annoys me that I can't be specific with the return types
gist.github.com/HungryProton...
Yeah having sounds in the theme would be great.
Maybe that could be another add-on, something like a Audio theme ๐ค
(It certainly would be better than the weird stuff I'm doing for UI sounds at the moment gist.github.com/HungryProton...)
From the one and only kenney.nl/assets/fanta...
17.08.2025 12:51 โ ๐ 6 ๐ 0 ๐ฌ 0 ๐ 0
Github link:
github.com/HungryProton...
Documentation:
hungryproton.github.io/proton_contr...
(Asset lib update is pending)
Finally took the time to write the full documentation for this tool, as well as a bunch of QoL features.
There's also a few more example scenes, complete with text explanations of what it can do, go check it out!
#godotengine #ui #addon
Two lookups, plus another one on a low res noise texture, but done in a cache friendly way (the article explains that way better than I can ๐ )
13.08.2025 20:37 โ ๐ 3 ๐ 0 ๐ฌ 0 ๐ 0I don't see how, each pass is basically its own material that gets overwritten by the next one (if it's not transparent)
13.08.2025 10:08 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0Yup, although I curious if there would be a way to do that. Adjusting the tile_offset uniform lets you align the effect a bit but it's not enough to be convincing.
13.08.2025 10:06 โ ๐ 3 ๐ 0 ๐ฌ 0 ๐ 0
Well it's double the cost of a regular texture fetch. How expensive is that is vendor specific, but I'd argue that in 2025 it's not the thing that costs the most.
It's still cheaper than triplanar mapping.
Shader code: godotshaders.com/shader/seaml...
The article this technique is from (the last one): iquilezles.org/articles/tex...
If you're looking for a cheap way to break texture repetition, I got something for you
#godotengine #shaders
As American stores become increasingly worrying, don't forget to vote on GoG so I can distribute it from EU.
www.gog.com/dreamlist/ga...
A screenshot of a computer program in darknode showing colorful nanomachines.
It's been a pleasure watching @tmm.cx, Eric Drexler & Jonathan Ackley use the Godot Engine to build this platform. Designing nanomachines? With a tool built using open source video game technologies? So we can explore new frontiers of tiny science? Brilliant.
news.msep.one/campaign/08c...
Plain old tweens! But hidden in a custom node.
It's working fine for the little project I'm working on but it's not a replacement for anything more complex than what's shown here
Only minutes after release? Maybe bots, why now? ยฏ\_(ใ)_/ยฏ
24.03.2025 14:43 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0
It started as an add-on, became a standalone app, and will eventually turn back into an add-on ๐
(That thing is poorly designed though, and the code is a big spaghetti mess...)
Thanks! Let me know if you run into any issues!
16.02.2025 18:24 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0UI is from the one and only: kenney.nl/assets/fanta...
15.02.2025 14:49 โ ๐ 12 ๐ 0 ๐ฌ 0 ๐ 0
Beware, there's probably a bunch of edge cases I haven't thought of!
Available on Github: github.com/HungryProton...
(Will be on the Asset Library once it's accepted there)