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Hi everybody. It's vacation season, so this week I'll fill the schedule with something simpler. I'll add a short video to our raymarching series about other basic 3D shapes and ways to modify them. Let’s do it. #Godot #Godot4 #GodotEngine #GodotTips #shaders #devlog #indiedev
https://www.youtube.com/watch?v=MeezcnhqHSw
This week I have been rediscovering #shaders after a decade long break. I forgot how much fun they can be.
This gave me a lot of energy. Got some other things done as well. Like implementing a mask texture editor tool script for Godot to go along with the blending shaders I use for paths and backgrounds.
Now I can paint the path on top the real background texture and bake and save them into a mask texture.
A round hole in a square peg
Hello everybody! The effect I’ll be creating in this video originated as a combination of the algorithm used for rendering a 3D tunnel and several applications of so-called fractal Brownian motion, which I explored while working on some of my fractal shaders. And since I most likely didn’t explain anything clearly with that introduction, we’ll go through everything step by step. #Godot #Godot4 #GodotEngine #GodotTips #shaders #devlog #indiedev
https://www.youtube.com/watch?v=rGr_Zivrhq4
Interesting paper:
HPG 2025: No More Shading Languages: Compiling C++ to Vulkan Shaders
https://graphics.cg.uni-saarland.de/papers/devillers-2025-hpg-vcc.pdf
I'd love to be able to write kernels I can use on both the CPU and GPU, so this sounds interesting.
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