anxious fish looking at its mesh
animation is achieved by moving the texture of the eyes (offseting the UVs in the shader), simple and efficient, even if not entirely accurate...

@polymorphcool

cool overlay system to localise objects in + display info -> when you approach the object, a circle appears, when you are too close it fades out
video: peertube.mastodon.host/videos/

@polymorphcool

currently working on an infinite terrain module for : peertube.mastodon.host/videos/
the green area is the highest density of mesh - the density decrease with distance
the idea is to displace the terrain with the camera, and generate the elevation with a map

@polymorphcool

efficient pixels sub sampling: process allows to compute a color anywhere in an image without processing distances, just 3 linear interpolations (much faster) - implemented in gdscript

@polymorphcool

script running on a complex rig: locking on axis helps a lot to break fingers, but it's far from continuous: quite a lot of unexplicable jumps...
@polymorphcool

indeed, my math were not right,
they are better now!
still having issues at some positions, but main process is up & running

@polymorphcool

first partial success with the implementation of CCDIK (Cyclic Coordinate Descent Inverse Kinematics) in - it's brain intensive, but itś definitively worth it!

@polymorphcool

and a quick demo of the scene where the track is generated with bezier curves: peertube.mastodon.host/videos/
this video shows also a great advantage of godot: super easy to integrate new generative scripts in its editor!

@polymorphcool

first working prototype of 2d bézier curves : gdscript is "sampling" a set of consecutive bezier curves and uses linear interpolation to animate the arrows along the path

@polymorphcool

nearly finished code for automated agents wandering on an heightmap and trying to stay as low as possible

@polymorphcool

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