Advertisement · 728 × 90

Posts by shadecore_dev

Lag caused by looking down may have something to do with the amount of pixels that get processed with SSR. When looking into horizon, half of the pixels get discarded

There can be a check added to get the angle of camera looking down and discard the pixels that are under some pitch angle threshold.

1 month ago 1 0 1 0

I'm glad you liked it.

It's terrible performance-wise. I'm sure there are a ton of improvements that can be made for it.

But I got sidetracked into VAT (zombie hordes) and then into general Godot dev.

It would be awesome if someone could pick up the rain postprocess and made it more performant.

1 month ago 1 1 0 0
Post image

I updated AnimatedMultimeshInstance3D to Godot 4.5.1 and made the ghoul horde demo public.

It features:
- Bulk entity control
- Entity movement, avoidance and aggro
- Accurate physics body collision detection
- Turning corpses into static instances

github.com/shadecoredev...

#godot #gamedev

6 months ago 17 3 0 0

Nice. My game got into top 3% at Enjoyment category in #GMTKJam, ranking #231 out of 9600+ entries.

I think the game deserves a post-jam update, I will work on it this weekend.

8 months ago 2 0 0 0
Video

Made a submission to #GMTKJam over the weekend.

A dungeon crawler where your past copies help you fight the enemies.

The game is playable in browser:
shadecore-dev.itch.io/multisorcerer

#gamedev #godot

8 months ago 29 5 0 0
Video

Got carried away with implementing the enemy system and forgot to post the progress.

I added enemy spawning, sounds, aggro and attack damage.

I'm going to work on missing enemy animations next. For example, death and different types of attacks.

#gamedev

8 months ago 19 3 0 0

I think it's Bluesky issue. All uploaded videos get extremely compressed and lose all quality.

One workaround I found is using static scenery and only showing one or a couple objects moving. The compression is less aggressive with static background.

9 months ago 2 0 1 0
Video

Just finished implementing support for per-instance oneshot animations in my vertex animation shader.

Here I use it to play the attack animation.

#gamedev

9 months ago 44 6 0 0
Video

Added greenery to that scorched empty wasteland landscape I had before.

#gamedev

9 months ago 11 3 1 0
Advertisement
Video

Added inventory window with item inspection.

All the weapons that I planned are done. It's time to swap these testing cubes with an actual environment and enemies.

#gamedev

9 months ago 9 4 0 0

My guess is the "forgiving" part of the game resulted in some players not fully appreciating the combinatorics of the game. Some players just didn't progress to the challenging part which resulted in an impression of a little game.

Or it could also mean a compliment to the art/music/gameplay.

9 months ago 0 0 0 0
Video

Continuing to work on the weapons. I finally got rid of all the glitches caused by aiming at objects point-blank.

Planning to add an SMG and a bolt-action rifle and then move on to implementing the enemy hordes into the world.

#gamedev

9 months ago 15 2 0 0
Video

Accurate hit registration I made for the multimesh. It uses a single skeleton and works well on any number on instances.

9 months ago 1 0 0 0
Video

Working on a gun system.

#gamedev

9 months ago 12 2 0 0
Post image Post image

Trying to make a decent handgun model.

#gamedev #3dmodel

9 months ago 7 1 0 0
Post image

I was remaking the title screen and decided to add a white beam. When leaving the game I saw a bug where the material color remained as it was during gameplay.

It gave me an idea to read the time from the save file and set color intentionally and it worked perfectly.

So bugs are not always bad.

9 months ago 2 0 0 0

Time to create a playable tech demo with some guns.

9 months ago 0 0 0 0
Advertisement

Each instance consists of 3 nodes (Node3D, Area3D and CollisionShape3D), resulting in 300k total moving nodes in the scene. I was sure the CPU will bottleneck, but surprisingly the dynamic shadows started being an issue.

9 months ago 0 0 0 0

100k moving objects was too much for video compression, RIP.

9 months ago 1 0 0 0
Video

Doing some stress testing without multi-threading on pure GDscript.

Gotta admit I underestimated Godot's performance.

#godot #gamedev

9 months ago 24 3 2 0
Video

Yeah, now that I look at it, it's weird. I didn't have time to make a proper demo scene.

Here's a better demo someone made that has the exact same effect applied.

www.reddit.com/r/godot/comm...

9 months ago 1 0 0 0
Video

Finally made an infinite terrain that doesn't run into floating point issues.

#gamedev

9 months ago 37 4 2 1

I added the animation blending if anyone is interested.

9 months ago 0 0 0 0

Fixed a issue in the animation baker logic. Should be good now.

9 months ago 1 0 0 0
Advertisement

Blender just deleted an animation that I spent 2 hours on because I didn't enable "Fake User". Lovely.

9 months ago 2 0 1 0
Post image Post image

Update on the vertex animation shader for Godot.

I created an addon called AnimatedMultimeshInstance3D that does all the baking for you inside the editor.

Link:
gitlab.com/shadecoredev...

#godot #gamedev

9 months ago 49 9 2 0
Video

Sharing the vertex animation shader for Godot that I am working on and will use in my game.

It allows to draw tens of thousands animated meshes with unique per instance animation in a single draw call.

Shader:
godotshaders.com/shader/verte...

#godot #gamedev

10 months ago 120 13 5 1
Video

Vertex animation with instancing is awesome.

#gamedev

10 months ago 5 1 0 0
Video

Day-night cycle and random daily cloudiness.

#gamedev

10 months ago 5 1 0 0
Video

Sharing the post-process shader for Godot that adds rain puddles with ripples and reflections.
It's is available for free:
godotshaders.com/shader/rain-...

#gamedev #godot

10 months ago 5 1 0 1