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
Evolution of the flat noise generation: now it includes a random repetition of values. This is usefull when the pixel value is used to select an animation in a stack. The repetition affects the duration of the animation. Result is visible in the video. The tint of the avatar represents the id of the animation.
So, no need to compute anything on the cpu, you can randomise the animations with a custom time offset in each mesh.
#godotengine #gamedev #shader #baking #texture #gpu #optimisation
just finished a gdscript that generates "flat" noises based on prime numbers.
By flat i mean that all values are appearing once in the texture when using float, or an even number of times when using 8bit.
The script is not perfect, due to the lack of long & double in gdscript...
#godotengine #gamedev #noise #random #math #distribution
quick #bitmap #font editor with #godotengine : several hours of work and voilà (i love this tool)
i think it's a funny & quick way to design a basic font
code is here: https://gitlab.com/polymorphcool/fyac
@crickxson @Ludi @smag @ameliedumont
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