Advertisement · 728 × 90

Posts by Nathan Keyt

Video

Some early development footage for my recent project, currently named Spellshift, that I recorded super quickly before GDC this year.

#godot #GodotEngine #gamedev #indiedev

1 month ago 17 5 0 0
Video

Been working on a directional and component based ability system recently, here's some rough footage of a magic missile type of ability.

#godot #GodotEngine #gamedev #indiedev

1 month ago 8 2 0 0
Video

Ended up landing on this setup for the grasslands biome

#GodotEngine #godot #gamedev #indiedev

4 months ago 29 5 0 0
Video

Working on the grasslands biome for my game rn. Mostly been doing fixes and polish to my procedural generation system the last week, still need to fix small foliage LODs but trying to pivot to gameplay work for a bit.

#GodotEngine #indiedev #godot #gamedev

4 months ago 23 5 0 0
Post image

Close up grass using a particle shader combined with previous optimizations. Tested with 250k blades of tri-plane grass particles. Next up is to do small foliage plane LODs that generate with a given set of small foliage such as grass, rocks, etc.

#GodotEngine #godot #indiedev #gamedev

4 months ago 21 3 1 0
Post image Post image

Implemented a tool scene to procedurally bake billboard LODs for scattered objects (as mentioned in this #GodotFest talk: youtu.be/U2nBOOR_PP4?...). Example tree mesh + PackedScene to Mesh conversion functions from: github.com/HungryProton....

#godot #indiedev #gamedev #GodotEngine

4 months ago 17 4 0 0
Video

Continuing to work on my procedural terrain system in #godot. Uses LOD terrain from my last post + mix of noise functions combined into a height map in a compute shader (noise is based on this shader combined with domain warping: www.shadertoy.com/view/7ljcRW)

#gamedev #indiedev #GodotEngine

4 months ago 14 2 0 0
Video

Been working on a LOD terrain system in #godot that halves detail at each level going outwards and applies sinking to avoid clipping

#gamedev #indiedev #GodotEngine

5 months ago 20 3 3 0
An array of 8 images of a stylized head showing the different render passes

An array of 8 images of a stylized head showing the different render passes

Chipping away at some character breakdown work

8 months ago 438 60 9 0

Awesome follow up on your last post! Would be super interested in seeing more about the post process material, the colors it brings in in the shading really add a lot to the feel of the character. Thanks for sharing!

8 months ago 0 0 0 0
Advertisement

I’d love to see a breakdown of the rendering techniques in UE5 used to achieve this look!

9 months ago 2 0 0 0
Post image

Here's a little still life I did for my computer animation class earlier this semester. Made in Blender & Substance Painter.

#blender #substancepainter #3dart

1 year ago 1 1 0 0

You could do something like “while not node: await get_tree().process_frame” before your function call, but this is kinda a hacky solution. I’ll check back to see if anyone drops a better way of doing this cause I’m also curious.

1 year ago 1 0 1 0