#Godot #GameDev #Subdivision Not a particularly interesting example, but here's sharp edges working on a cylindrically-build surface...
#Godot #GameDev #Subdivision Not a particularly interesting example, but here's sharp edges working on a cylindrically-build surface...
#Godot #Subdivision #GameDev Fear the power of my Vertex-Sharpener!
#GameDev #CSharp #Godot #TransformError Hmm, not quite what The Doctor ordered, but if anyone can handle dimensional collapse...
Was working on a trail and now I'm stuck drawing with light - both forward and backward in time. Fun!
Will probably tone it down later, too bright.
Also, new area inspired by Moria from LOTR.
Hi !!
I made an other game with #godot !
You get to commit the loudest heist with absolutely no repercussions, directly on your phone's browser or computer :D
Feedback and boosts are appreciated
#Godot #CSharp #Subdivision #Manifold #ScreenshotLastThursdayAfternoon
Building the SDS (SubDivisionSurface) from optionally hollow cylindrical sections is working out really well
Could you imagine playing a "not-really-tower-defence" on the inner/outer surface of this?
Need-to-add: pretty much everything, sharp edges, branching...
Please-excuse: lighting, grid positioned by hand in only approximately the right place...
#GameDev #Godot #CSharp #SubdivisionSurface
I've not even implemented sharp edges yet, and this "cylindrical" approach already feels much much more configurable than the cubes were...
Kinda sick of these two very specific lines of code lmao
#GameDev #Godot #Subdividsion #CatmullClark #DebugDrawModeTotheRescue
Aaaaand, fixed! That wasn't really six hours solid debugging, or even an hour of drinking coffee and 4 hours debugging, there was cooking an eating a meal, watching the end of a Scandi Noire murder series... so maybe three hours solid debugging...
As ever, it's not assumptions you make that bite you the worst.
It's the assumptions you didn't even know were there. In this case the assumption that the edges are always added in to a vertex *clockwise*...
So, three hours debugging and one quick method VertUtil.ToVertWithSortedEdgesAndPolys(...) later and it finally looks like I'm really doing what I thought I was doing three days ago.
Godot UI Layout Quickstart
#GameDev #Godot #Subdividsion #CatmullClark #DebugDrawModeTotheRescue
They do work, though! I wasn't able to work out why I had this weird dark wedge on the flat surface at the edge furthest from the light, but drawing the normals shows that vert's normal (for this surface, we have to split the vert/normal for a sharp edge) is pointing off at an angle instead of perpendicular to the surface...
Time to put my debugging hat on...
But first, a cup of coffee!
May have gone a bit over kill on the debug draw modes here...
Early draft of the route planning overlay. Ships will follow paths randomly between the planets. Routes will be directional and constrained to certain kinds of cargo.
As promised, the plug-in is now public.
Soon I will make it available in the Asset Library. For now, you can download it from the GitHub repository: https://github.com/ninstar/Godot-IconTexture
Hallo Fediverse!
Wir sind der Godot Stammtisch Karlsruhe, eine lokale Godot User Group im schönen Baden. Einmal monatlich treffen wir uns im Entropia (@entropia) und tauschen uns zum Thema Gamedev in unserer Lieblingsengine aus.
Schreibt uns gerne hier oder kommt einfach vorbei. Folgt uns für weitere Ankündigungen, ein besonderes Event ist auch schon in der Planung.
After a while, ships will break down, drifting aimlessly through space. Later in the game, you can unlock a recyling unit to salvage parts from the drifting debris.
Planets have limited input and output slots. For each transport connection, the frequency needs to match the available capacities to prevent delays.
Whoops, that's an oversight. Apparently I didn't prevent unpausing on a game over, so you can just kind of say "Actually, no." and just keep going... lol
Also I have weapon upgrades working now so that's neat
#indiedev #gamedev #godotengine #godot
There is a plugin that comes with Krita that exports all or selected layers into separate images.
Its not enabled by default, but its super usefull !! (See my reply for details)