FencerDevLog

joined 2 years ago
 

Hi everyone! Let's create another post-processing effect that's, again, very simple to program. The result can be quite useful—for example, if we want to simulate TV signal interference in our game and control the visual appearance of that effect with parameters. So, let's do it.

 

Hi everyone! Last time, I talked about post-processing effects and how it’s useful to have as many of them available as possible so we have plenty of options when creating a game. And here we are again, because in this video we’ll be making something new in this category. This time, it will be a simulation of a scene viewed from beneath the water surface, featuring typical surface ripples and adjustable coloring. We’ll only need a few lines of code, so let’s get started.

 

Hi everyone! I was thinking that we can never have too many effects for transitions between game screens, so I made a fairly simple one that lets us demonstrate a nice result with an easy formula. Let’s take a look at how easily we can create this.

 

Hey everyone! It looks like our collection of shader-generated tunnels has grown once again. This time, as you can see, it’s an interesting effect created purely with points, which we can further adjust as needed. So let’s get to programming it.

 

Hi everyone! I’d say it’s time for another simple shader. I don’t think we’ve created an infinite zoom here yet, especially if it’s a cool-looking effect that we might be able to use in a game - and if not, it’s still fun to watch. So let’s get to it.

 

Hello, everybody! As you may know, I recently released a new book about game development in the Godot Engine, and one of the topics I cover in that book is connecting a game to the Steam API. If you’re planning to release your game on Steam, this functionality will be very useful, as it allows you, for example, to save game progress to Steam Cloud or enable various achievements. So, let’s take a look at how we can achieve this in Godot 4.

 

Hi everyone! Three days ago, on Friday, September 19, 2025, I released a new game and at the same time published a book about its creation. And as I promised in the previous video, today’s one will be somewhat related to those events, because I’ll show how I created the system for displaying and using a talent tree in that game. So let’s dive into the UI design and programming.

 

My new book is out! 618 pages of tutorials, code, images, and insights about game development in Godot 4. During the first week, the discount code 20INTRO is active. https://filiprachunek.gumroad.com/l/advanced-game-development

 

Hey everyone! I’ve just finished writing my new book about game development in Godot, which means the time I had for coming up with new shaders was once again equal to zero. But I do have something after all. It’s simple, it’s fast, and it could even be useful. Let’s take a look at how we can create yet another blur effect.

 

Hi everyone! Let’s create another shader in Godot Engine. I was thinking about how we could combine the organized chaos represented by fractal Brownian motion with image post-processing. The result is what you now see in the video, and we could use it in game development to simulate, for example, entering an area that negatively affects the hero’s perception of reality.

 

Hi everyone! This time I’d like to show how a 2D shader can be used in a 3D scene, which can have plenty of applications in 3D games.

 

Hey, everybody! We've completed 10 episodes of the series on modeling 3D scenes using raymarching technology, so it's probably time to try something a bit simpler again. The shader you're looking at right now looks quite nice and usable, and it's not too complicated to program. Let's dive in.

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