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Posts by Rokojori ๐Ÿ”œ GodotCon 2026

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 :)

4 days ago 1 0 0 0

I did not investigate much, since I was busy with other things and hoped this would change in the future ๐Ÿ˜… 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

4 days ago 1 0 0 0
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Busy preparing slides for GodotCon 2026! ๐Ÿ

@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 ๐Ÿ’–

(mascot/orignal cover art by @heytibo.bsky.social )

#godotengine #godot #gamedev #indiedev #indiegame #godotcon

4 days ago 23 4 0 0

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?

6 days ago 1 0 1 0

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.

1 week ago 1 0 0 0

I like this approach! Have you insights about the performance charactaristics? And did you also play with nav meshes?

3 weeks ago 0 0 1 0

...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.

3 weeks ago 0 0 0 0

A 150-250โ‚ฌ 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...

3 weeks ago 0 0 1 0
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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.

3 weeks ago 0 0 0 0

I have one UI container in my main scene where all UI pages live :)

3 weeks ago 1 0 1 0

Working on it ;)

1 month ago 1 0 0 0

I code professionally too in C# and VS Code and think the opposite ๐Ÿ˜… What kind of connection? For step debugging? I could research a bit and add it to my Godot tutorials

1 month ago 1 0 1 0

What was hard? I just installed Godot and it worked. I'm using VS Code however

1 month ago 3 1 1 0

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.

1 month ago 1 0 1 0

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.

1 month ago 0 0 1 0

My TLDR is: If you think it works and it works, then it's good ^^

1 month ago 1 0 0 0

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.

1 month ago 0 0 1 0

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)

1 month ago 1 0 1 0
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It might be worth trying out moving the camera a bit in the look direction

1 month ago 1 0 1 0

Shiny! Can I collect it?

1 month ago 2 0 1 0
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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

1 month ago 93 9 6 0

I love Godot, but UI and Web is not its strength.

1 month ago 0 0 0 0

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

1 month ago 1 0 1 0

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

1 month ago 1 0 1 0

..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

1 month ago 0 0 1 0

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

1 month ago 0 0 1 0
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It could be worth trying this with compositor fx.

1 month ago 2 0 0 0

Nice! Do you think you can use this with chromatic aberation?

1 month ago 1 0 1 0

Looks very epic! Especially the blend to the blurry version โœจ๏ธ

1 month ago 2 0 1 0

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 ๐Ÿ˜…

1 month ago 2 0 1 0