Godot 4: Live Plexus shader (tutorial)
Вставка
- Опубліковано 31 лип 2024
- 📖 Godot 4 book: filiprachunek.gumroad.com/l/g...
💡 Get exclusive content on Patreon: / fencerdevlog
🎮 Wishlist Whispers of Prague on Steam: store.steampowered.com/app/27...
⚡️ Lightning shader tutorial: • Godot 4: Lightning Sha...
🚀 Space Shooter tutorial: • Godot 4 Tutorial: From...
🖥️ Space Shooter source code: github.com/FilipRachunek/spac...
#godot #godot4 #godotengine #shaders
Greetings to all fans of fractals, shaders, and the Godot Engine. Once again, I've prepared one of many algorithms for creating interesting effects that you can add to your game or perhaps use as a live background for a music video. Let's see how it works.
Thank you for watching. 😎 Help support this channel:
Patreon: www.patreon.com/FencerDevLog
Gumroad: filiprachunek.gumroad.com
UA-cam Memberships: www.youtube.com/@FencerDevLog/join
I watch your videos like a TV series :) Please don't stop!!!
That is nice. 😎 I'll try not to stop.
This is awesome, thanks.
You are welcome. 😎
Hi, great video as usual!
I was wondering if it's possible to apply a shader to a 2d polygon, for example to add internal shadows along the edges. could this be an idea for a future tuto?
Thanks! I don't work with polygons very often, but as long as they have the material property, the shader should be applicable. I'll think about it.
I think what u doing is too hard for me and very much other peoples too.
But you very professional for math and logic. I want to know this but is impossible for me.
Thanks for your feedback! I agree that some of the techniques I describe require a certain knowledge of mathematics, especially trigonometric functions, vector operations, and the like. Sometime in the future, I can try to make a video explaining these things in more detail.
Could you possibly make videos on the basics of shader programming in Godot where you explain the most essential functions? The videos that you already create where you demonstrate the process of making specific effects have already taught me more than I imagined, but in this way it's harder for us to be able to create a shader of our own without hitting a block shortly after.
Thank you, that's a very good idea. I'll see what I can do.
@@FencerDevLog sounds great, thank you!
Will be very glad if this happens
Could you try to implement something like an enemy vision cone in games like "Desperados3" or "Shadow Tactics"?
That would be very useful, indeed. I guess it could be done with raycasts and light occluders. Let me think about it a bit.
@@FencerDevLog it may be similar to shadow mapping considering elevation difference.
I've been trying on and off for a year, but I still can't figure out a solution.Thanks a lot.
Can you develope a simple Telegram mini app game for a project?
Can you be more specific? What exactly is meant by that?