RT @fracteed
Managed to get the ascii transition effect to work between levels. Could be tweaked further, but fairly happy with it for now...


RT @dennismons
Deze dude is echt inmiddels legend aan het worden. Holy sh*t wat is hij goed.

The next session of will take place on the 19th of dec. To finish the year nicely, we are going to build a game in 1 day and publish it. Everybody is welcome!
All details: polymorph.cool/mailing/godotcl
@godotengine

We are launching a monthly meeting focused on in . First session on the 17th October, free and open to all!
Register here: polymorph.cool/godot-club/

RT @frankiezafe
optimised generation via hd mesh and option to smooth vertices: solved in 5.7' instead of 18' for the previous algo, still some border glitches to fix though

RT @prathyvsh
This short article by @stevenstrogatz is a sweet intro to group theory: archive.is/ORYTt

RT @frankiezafe
realtime terrain generation + positioning on terrain via heightmap (top-left sprite: ball position = blue dot on map) - lighting is good thanks to previous post :)

@polymorphcool

RT @frankiezafe
implementation of bump to normal: absolutely not efficient (18.5sec), but result is good compared to the result of method available in the engine: smoother surfaces and no border glitch

@polymorphcool

RT @reduzio
I created a dynamic, open world, infinite bounces, mostly leak free, high performance, global illumination for Godot 4.0. It's a pretty novel technique and based on signed distance fields. Pics speak by themselves.

RT @matthen2
when an object is pulled out of this magical lake, its reflection comes with it. We can make a 3D fractal through repeatedly rotating, submerging, and scaling an initial cube

RT @danfergusonn
You can now hang out with the gut dwellers!

Thanks again to @RupertCole for the music!

Download @itchio : daniel-ferguson.itch.io/dwelle

Have fun hanging out!

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