Maybe it's different with your approach. I think the result of the viewport texture was blended with transparent black, so alpha borders were very ugly in some mipmap levels.
Sad, that you can't come. Maybe bext time :)
Posts by Rokojori ๐ GodotCon 2026
I did not investigate much, since I was busy with other things and hoped this would change in the future ๐ I have already developed the habit to close the shaders, maybe that's why. But I'm still mostly on 4.5, I tested only some things on 4.6.1 I think
Busy preparing slides for GodotCon 2026! ๐
@godotcon.bsky.social
Thanks for the chance to talk about the library and the action concept. Very excited, I hope I'll see you there ๐
(mascot/orignal cover art by @heytibo.bsky.social )
#godotengine #godot #gamedev #indiedev #indiegame #godotcon
Very cool! I'm using a viewport based approach and there I had problems with the colors of the zero alpha pixels. I had to write a custom dilater. Do you have problems with that?
By the way, are you at GodotCon in Amsterdam?
The overview is cool! I think it's good to have a knowledge about what can be done.
For my projects I mostly use rounded rectangles with outlines/shadows and scrollable, transformable transparency fills and masks.
I like this approach! Have you insights about the performance charactaristics? And did you also play with nav meshes?
...we're using Rode NT1 for vocals and foley and are pretty happy (professional level).
*If you have a big GPU (but bad case) you might need a decent buzz killer. I could not produce sound w/o the behringer hd4000. Mainly because of my monitor speakers/sub.
A 150-250โฌ mic is probably fine. The recording equipment hw is pretty solid these days. There's no need for an audio interface technically audio quality wise*, they are mostly using the same a/d that cost 50cents. The quality of your material depends dramatically more on your post process...
Last one, but only because I don't need it yet. But as I maybe told, I don't use any of Godots controls because they are not responsive. And in my system all things can be styled by resources, so you basically only see the real things from the UI w/o containers.
I have one UI container in my main scene where all UI pages live :)
Working on it ;)
I code professionally too in C# and VS Code and think the opposite ๐ What kind of connection? For step debugging? I could research a bit and add it to my Godot tutorials
What was hard? I just installed Godot and it worked. I'm using VS Code however
No, not the plugin, Godot itself crashes. Even when editing lowkey complex spatial shaders. When I use my includes from my library it is sometimes not able to handle them, when I just open the editor the first time once.
I think this plugin could be useful, but defacto for me now, even a small spatial variant crashes Godot quickly after some typing. And from listening to user problems on discord I'm not the only one.
My TLDR is: If you think it works and it works, then it's good ^^
In most games it's often better to let the clients compute their states (and the ones they own). Instead of constantly correcting you can do it more relaxed and in longer time spans (to prevent desyncs caused by bugs).
Usually you can smooth it the same way the other remote states are synced.
Just as a hint: there are more possibilities than valve's authoritive server paradigm for doing networking.
Authorities (server or chosen client) don't need to micro-manage everything, they can also delegate authorities temporary (e.g. change every round or give it to the party with less points)
It might be worth trying out moving the camera a bit in the look direction
Shiny! Can I collect it?
Remixing and bending multiple meshes at once in realtime.
It uses 4 meshes that are selected randomly (with adjustable probability weights) to create this deformed tube.
Update for Rokojori Action Library v0.6 still wip.
#godot #GodotEngine #vfx #procedural #indiedev #indiegamedev #gamedev
I love Godot, but UI and Web is not its strength.
a connected discard disolvement as opacity/fade. I hope this makes it a bit clearer.
In the future I plan also to do funky things like the support of multiple randomized segments, which can give it a very organic look ^^
4/4
Since it uses the line distance (for the end and start) I know where a segment starts and ends in the whole line and can continously animate things like scale or uv scroll over the whole line smoothly. This way it can do the rainbow glow over multiple segments, scale down at the end or use.. 3/4
..multiple pieces which use the exact same mesh but with different instance uniforms for the positions, orientation & line distance to deform them so it looks interconnected.
2. Material: The whole thing uses only one material (pos/orient per instance) and can be rendered as one draw call.. 2/4
Two things working together:
1. Mesh: It uses the GPU vertex shader to create a connected, deformed trail. The passed mesh is actually a pipe aligned to z which is deformed. Multiple small segments (1m) are connected that way. So instead of creating one big deformed mesh on the CPU, it uses.. 1/4
It could be worth trying this with compositor fx.
Nice! Do you think you can use this with chromatic aberation?
Looks very epic! Especially the blend to the blurry version โจ๏ธ
That's so true! I never thought of it. I thought about some friends who did a snake game and now I try to figure out which was first - Tron or Snake - and which copied it ๐