boids now have a bit more variation in their behaviour: when they step on the big white plane, they redirect to towards the goal, hang or climb on it, and go back to being just boids - this is done by temporarily converting boids into classical mesh and put them back once done
The small flickering at the end must be fixed...
#godotengine #gamedev #simulation #supporter #football #turba
i've finished the integration of #ffplay in #godotengine yesterday: C to C++ is really tricky, i kept the "goto" statements even if it's not good practice in c++. Result is really cool: the code is really efficient at managing the decompression and the display simultaneously!
And thanks to the #HAP codec that uses RGB and RGBA color spaces, the conversion of frames to textures is as fast as it can without hardware acceleration.
#gamedev #dev #gpl #video
just managed to cross-compile godot & #ffmpeg for windows!
quite tricky: compilers must be identical when i generate the static version of ffmpeg and when i build godot - hopefully, #mingw generates a lot of info helping a lot
it's not yet functional, but the hardest part is solved!
(idea here is to support any kind of video format in the engine)
#gamedev #gameengine #godotengine #libre #video #gpl
visualization of the distortion depending on #map #projection
first time i get a clear feeling about this!
#world #math #geometry #uv #unwrap 3d
just discover that duckduckgo automatically switch to "Answer" when you search for "what is my user agent". Cool!
visualisation of the interpolation to be done in the animation shader i'm building: depending on the speed and the orientation of the motion compared to the forward vector of the avatar, different animations must be interpolated. The color represent ID's.
Maybe it's not super clear without motion...
#gamedev #godot #animation #shader #datavisualisation
back to animation baking in #godot: data is now stored "linearly". A small summary is placed in the first pixels of the texture, containing the number of vertex and the frame count => configuration becomes super easy
#gamedev #animation #shader #particles #optimisation
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