Working on VR landscape visualization with Godot. Maintaining Geodot: https://github.com/boku-ilen/geodot-plugin
You can check it out here, should work in any project (though requires some HDR care):
github.com/kb173/godot-...
#Godot #gamedev
You can check it out here, should work in any project (though requires some HDR care):
github.com/kb173/godot-...
#Godot #gamedev
Yet the technique is actually quite old!
35 years ago, Lee Westover created the worlds first splat with the “UNC Head” dataset.
A high-res CT scan...much too detailed for computers at the time.
Yet the technique is actually quite old!
35 years ago, Lee Westover created the worlds first splat with the “UNC Head” dataset.
A high-res CT scan...much too detailed for computers at the time.
If you want to have a look at the (still very messy!) code: github.com/kb173/godot-...
Outline of how it works:
1. Clip bright spots from the rendered image
2. Warp these spots to create ghosts and a halo
3. Blur
4. Overlay based on a dirt texture
If you want to have a look at the (still very messy!) code: github.com/kb173/godot-...
Outline of how it works:
1. Clip bright spots from the rendered image
2. Warp these spots to create ghosts and a halo
3. Blur
4. Overlay based on a dirt texture
www.sebastianaaltonen.com/blog/no-grap...
I spend 1.5 years doing this. Full rewrite last summer and another partial rewrite last month. As Hemingway said: "First draft of everything is always shit".
www.sebastianaaltonen.com/blog/no-grap...
I spend 1.5 years doing this. Full rewrite last summer and another partial rewrite last month. As Hemingway said: "First draft of everything is always shit".
Lens flare based on this blog: john-chapman-graphics.blogspot.com/2013/02/pseu...
Lens flare based on this blog: john-chapman-graphics.blogspot.com/2013/02/pseu...
yunfan.zone/gswt_webpage/ #3dgs #gamedev #rendering
yunfan.zone/gswt_webpage/ #3dgs #gamedev #rendering
github.com/godotengine/...
#Godot
github.com/godotengine/...
#Godot
(?:(?:\"|'|\]|\}|\\|\d|(?:nan|infinity|true|false|null|undefined|symbol|math)|\`|\-|\+)+[)]*;?((?:\s|-|~|!|{}|\|\||\+)*.*(?:.*=.*)))
so wrong
(?:(?:\"|'|\]|\}|\\|\d|(?:nan|infinity|true|false|null|undefined|symbol|math)|\`|\-|\+)+[)]*;?((?:\s|-|~|!|{}|\|\||\+)*.*(?:.*=.*)))
so wrong
My presentation on foliage rendering in #Godot is already up on YouTube: www.youtube.com/watch?v=U2nB...
And I also shared my slides here: slides.com/hexaquo/plan...
My presentation on foliage rendering in #Godot is already up on YouTube: www.youtube.com/watch?v=U2nB...
And I also shared my slides here: slides.com/hexaquo/plan...
He mentions there is an open source alternative to speedtree, which he has barely heard mentioned: EZ tree: www.eztree.dev
It even has an in-browser 3D viewer in which you can try different seeds for the trees!
He mentions there is an open source alternative to speedtree, which he has barely heard mentioned: EZ tree: www.eztree.dev
It even has an in-browser 3D viewer in which you can try different seeds for the trees!
Want to see these slides (and many more) live? Then join my presentation on November 11th at GodotFest in Munich :)
#godot #gamedev
Want to see these slides (and many more) live? Then join my presentation on November 11th at GodotFest in Munich :)
#godot #gamedev
#gamedev #gamedevelopment #indiedev #pixelart #gameart
#gamedev #gamedevelopment #indiedev #pixelart #gameart
abx.digitalfeed.net/list.html
abx.digitalfeed.net/list.html
The first is a custom mesh, where each quad of the mesh is extended along the normals.
The second is are multimeshes of quads, where the normal is based on the vertex position relative to the center of the multimesh.
#GodotEngine
The first is a custom mesh, where each quad of the mesh is extended along the normals.
The second is are multimeshes of quads, where the normal is based on the vertex position relative to the center of the multimesh.
#GodotEngine
themaister.net/blog/2025/10...
themaister.net/blog/2025/10...
www.youtube.com/watch?v=ofA6...
www.youtube.com/watch?v=ofA6...