Battlefield 6 will use customized #GodotEngine for it's Portal mode map/ruleset creation : O
Posts by Paweł Łyczkowski
Here's the shader for the trail material:
Added a 3d trail system to my game project 🥳. For this one the texture is made in Substance Designer, horizontally seamless, and the shader uses a simple noise added to the UV's to simulate smoke movement. The hit uses a flipbook. #GodotEngine #realtimeVFX
What happened to Ctrl-LMB on method to jump to it in #GodotEngine? It now opens documentation for that method instead. How do I jump to method now?
Yup, DOTS is perfect for boid simulations. I mostly mimicked the boids demo from the unity team, heavily reworked to fit our needs.
I'm surprised how good we made it look with the Universal Render Pipeline. With simple techniques but tuned well and quality assets our look rivals graphics that use much more expensive methods.
Unity Data Oriented Technology Stack reached 1.0 status in the middle of the project, and it's docs were in flux before that, but in the end it was a very good idea to go with it - it gives unparalleled performance, even though it makes development harder.
I did all of the C# programming in the project, static environment asset work, shading and post-effects and current 'level' design, Mike did the project management, look-dev, some shader work, and Pietro did the flora and fauna assets and the fauna vertex animation graphs.
Here's what I've been working on professionally for almost 2 years now with @themikepan and @dichitoarch. Ocean Viz 3 is a marine life and environments visualization system build in Unity using DOTS github.com/Official-EwE...
Announcing godot-playfab 1.3.0 - Now with Steam Login!
Now available on the AssetLib, Itch and GitHub.
Thanks to:
- TheDedemon for the Steam Login implementation!
- MikeSchulze for GDUnit and the Runner action!
- @coaguco.bsky.social for GodotSteam!
blog.structed.me/posts/godot-...
Ok, I found my problem. You can't have those nested. The nested ones will show as white rectangles
Control does inherit from CanvasItem though, so maybe I ran into a bug since I'm on 4.4 dev 5...
#Godot question: Am I correct in thinking that a CanvasGroup with Control nodes as children is not supposed to work, since they don't inherit from Node2d? The documentation for CanvasGroup could be clearer - "Merges several 2D nodes into a single draw operation."
Both Blender and Godot are on the same version now. This makes it a rare moment when you can open blender projects in Godot and vice versa
Is it me or are is text more blurry here at @bsky.app ?
Deleting elements from Enum that is used in an export var creates inconsistencies
Hey #GodotEngine people, how do you deal with this problem? ->