hekdev

u/hekdev


r/godot•

I've been wanting to find a way to easily do render passes but also capturing these render passes in a viewport. Sure we can add extra passes to shaders, but as far as I know there's no way to tell Godot to only display that extra pass in a specific viewport.

This question has already been asked before but never got any answer: https://godotengine.org/qa/45262/render-material-shader-only-to-specified-viewport

I thought, since I want to know too the easiest way to do this, that I would try and signal boost.

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r/godot•

So I was doing some shader programming in Godot and I looked through the references and I noticed this description:

in mat4 CAMERA_MATRIX 	View space to world space transform.
in mat4 INV_CAMERA_MATRIX 	World space to view space transform.

This puzzled me because from what I know these things should be switched around. I'm referencing this image here: https://learnopengl.com/img/getting-started/coordinate_systems.png

Because if we look at the other transforms we see that:

in mat4 PROJECTION_MATRIX 	View space to clip space transform.
in mat4 INV_PROJECTION_MATRIX 	Clip space to view space transform.

Which makes a lot of sense. A projection matrix takes us from view spac

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r/godot•

Alright, I'm not looking for shader tutorials or help with shaders in general. I'm coming from Unity and I've been wanting to try Godot for some time now. However, while there is a lot of things to love about Godot there's also some questions I have about creating more complex rendering effects. For instance, how would I go about and create this effect in Godot as easily as possible:

X-ray vision

From what I can tell there's no stencil buffers in Godot neither are there any type of material overrides/replacement shaders. So how do you do specific effects like these? The most crucial part of the effect is that it only shows up when the r

1411

r/tipofmyjoystick•

Platform(s): Windows only as far as I know

Genre: Arcade action

Estimated year of release: Late 90's early 2000's

Graphics/art style: 2.5d, Isometric-ish, pre-rendered sprites

I remember playing a game a loooong time ago it must've been late 90's or early 2000's, on PC. It was a vehicular combat game where you could take command of different vehicles such as a tank and attack helicopter. The objective was simply to fight the enemy forces around the map.

The game definitely had pre-rendered 2D sprites, but of rather high quality, no full 3D (It's not Return Fire).

It looked very similar to the Desert Strike series but the graphics was of higher fidelity and I vaguely remember you coul

37

r/gamedev•

Hi r/gamedev. I just started getting back into doing some audio/music work and I ended up with a mini-pack of some pretty neat dark sci-fi sound effects.

I thought I would give them away for free to you all! Mostly because I also want feedback on whether you like them or not and to see if you think there's any fit for them.

I'm releasing them as CC0 which means you can use them any way you like, no need for attribution, but it would be fun to see if anyone finds a use for them.

Made with:

  • Reaper

  • Tyrell N6 Synthesizer

  • Cheap microphone

These are pretty dark and grungy, a lot of mechanical clackering, broken electronics, some pad hits, some basic ui sounds. Enjoy!

Download l

184

r/gamedev•

This particular thread is about Unity but I'm sure this could also be applied to the Unreal Engine as well. Engines like Godot should be released from these problems completely.

I've been trying to reach out on the official Unity forums but getting any contact with anyone from Unity is difficult and especially anyone that knows the legal side of the Unity software.

So here's my conundrum recently: It is impossible to my understanding, to comply with the Unity software terms of service and EULA, while also releasing your game binaries with an open source license that allows decompilation and reverse engineering. Why? Well any binary compiled with Unity will contain proprietary runtime code,

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