PSA - The #godotengine #gdnative nativescript 1.1 changes have been merged into the master branch of the godot-cpp C++ bindings library. The new bindings greatly simplify writing C++ modules for Godot but also mean you have to change your code if you're still working with nativescript 1.0.
You can also switch to the nativescript-1.0 branch
Just did a video for #godotengine taking a look at using the depth buffer in a shader: https://www.youtube.com/watch?v=Jq3he9Lbj7M&feature=youtu.be
First attempt at importing a mesh into the #godotengine procedural mesh logic to create a far larger mesh, plenty of mistakes but it is a start :)
Made a little timelapse video of building the rope bridge: https://youtu.be/X574IIBgOko
My #godotengine procedural modeler is really coming together. Pretty happy :)
Working on procedural mesh generation in #godotengine, slowly coming together...
Just uploaded a little video on a technique of making a race track in Godot:
Quickly dropped the procedural logic into my vehicle demo, needs lots of work but pretty happy with the result
Trying my hand at generating a race track from a curve in #godotengine. You can adjust the curve and the track updates. Its not perfect, and not fast in updating, but I'm pretty impressed I can do this without writing a single line of code
First part of a #godotengine #gdnative C++ tutorial is now available:
Expect more chapters and improvements soon
Just a guy from down under who has been hobbying around in 3D engines since the early 90ies...
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