FencerDevLog

joined 2 years ago
 

Hi everyone! I think it’s time for another post-processing effect that we can apply to the entire screen or a selected element. This time, we’ll recreate the look of an old photograph that has yellowed over time and developed other signs of wear.

 

Hello, everyone! In this video, I will create a simple shader for generating an animated star using a noise texture. And as usual, we will have plenty of parameters available to customize this effect to suit the needs of our game.

 

Hello, everyone! Let’s create a simple effect that resembles a waterfall with several layers of animated water. Something like this can be useful in many 2D games, and it won’t be too computationally demanding.

 

Hi everyone! Let’s program a simple effect that simulates looking at a scene through ribbed glass, also known as fluted glass. It’s a straightforward algorithm based on a combination of a few basic principles.

 

Hello, everyone! Let’s program this interesting effect, which allows us to successfully simulate the view through a glass window during heavy rain. The shader we create this way will have many parameters and customization options, so it can be used in a wide range of situations.

 

Hi, everyone! It’s time to create something small in 2D again, and since simulating old devices can be very useful in games, we’ll take a look at a shader that mimics the behavior of a low-quality analog screen.

 

Hello, everyone! In this video, I will demonstrate how we can cut any 3D object into irregular fragments and then use them to simulate an explosion, for example, in a space shooter. We will start in Blender and complete the whole effect in Godot.

 

Hello, everyone! In the previous tutorial, we programmed a 3D spatial shader, and this time we will stick to the same concept. In this video, I’ll demonstrate how to create a simple outline or glow effect for any 3D object in Godot 4.

 

Hello, everyone! Last time, we created a fairly interesting fire effect that works well in 2D games. This time, we’ll try transforming it into a 3D shader, put it on the surface of a cylinder, and observe the results.

 

Hi everyone! We’ve already created several 2D fire effects here and even one or two 3D ones. This time we’ll return to two dimensions and show how to make a slightly different kind of fire using a few layers and a somewhat different technique.

 

Hi everyone! We have another effect on the agenda whose code fits on a single line. This time it will be a simple edge detection, which we can also use as an original way to fade out a scene, for example, after finishing a level in our game. So let’s go ahead and program that one line.

 

Hi everyone! We’ve already covered several shaders that simulate fog, but they were mostly side effects of technologies that aren’t primarily designed for fog. This time, we’ll finally create a true fog shader and take a look at what options Godot 4 offers for this type of effect.

[–] FencerDevLog@programming.dev 0 points 4 months ago

Thanks for the suggestion, peertube is new to me. I'll check it out.

[–] FencerDevLog@programming.dev 0 points 7 months ago

Actually, it's based on a new game I've just released: Beyond The Space Wall I will update the store page soon. 😎

[–] FencerDevLog@programming.dev 0 points 11 months ago (1 children)

I think Bevy uses WGSL that has a different syntax. But your friend can at least extract the algorithms and rewrite them. 😎

[–] FencerDevLog@programming.dev 0 points 11 months ago

This is what happens when a programmer tries to create some graphics. 😀

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