Developing the ROKOJORI ACTION LIBRARY, a Godot addon for quick game developing with actions and procedural asset generation
✨️ https://rokojori.com/en/labs/rokojori-action-library/overview
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...
Is there any way to have a normal Gizmo that can scale an object (on all axis unified) by having a cicle or something that I can grab? It seems it's only possible via object hit test and if you can't grab it, you can't scale.
#GodotEngine #GameDev #IndieGameDev
Is there any way to have a normal Gizmo that can scale an object (on all axis unified) by having a cicle or something that I can grab? It seems it's only possible via object hit test and if you can't grab it, you can't scale.
#GodotEngine #GameDev #IndieGameDev
For Vanilla Godot 4.5 & Rokojori Action Library v0.2+
- GDS/C#/Editor names
- filter for exported
- c++/c# source file links
- fuzzy class/member search
- class topic filters
- flat or hierarchal class views
- works on mobile
#GodotEngine #GameDev #IndieGameDev
For Vanilla Godot 4.5 & Rokojori Action Library v0.2+
- GDS/C#/Editor names
- filter for exported
- c++/c# source file links
- fuzzy class/member search
- class topic filters
- flat or hierarchal class views
- works on mobile
#GodotEngine #GameDev #IndieGameDev
#Godot #GodotEngine #IndieGameDev #GameDev #Devlog #3DModeling #3DAnimation #GameArt #MadeWithGodot #BehindTheScenes #CreatureDesign #IndieDev #3DArtist #AnimationProcess #WeirdCore #HorrorArt #IndieDeveloper
Controlling the wind direction and strength via global shader parameters.
Soon the flowers, too :)
The shader is automatically generated for any foliage model by a powerfull shader generator, soon more ^^
#GodotEngine #GameDev #IndieDev #IndieGameDev #Grass #Wind
Controlling the wind direction and strength via global shader parameters.
Soon the flowers, too :)
The shader is automatically generated for any foliage model by a powerfull shader generator, soon more ^^
#GodotEngine #GameDev #IndieDev #IndieGameDev #Grass #Wind
Shader update to have customizable wind, that can change direction and strength and works with global shader variables.
The shader is generated with a very powerfull shader generator, soon more ^^
#godot #grass #wind #indiegamedev #gamedev #indiedev #procedural
Shader update to have customizable wind, that can change direction and strength and works with global shader variables.
The shader is generated with a very powerfull shader generator, soon more ^^
#godot #grass #wind #indiegamedev #gamedev #indiedev #procedural
Shader update to have customizable wind, that can change direction and strength and works with global shader variables.
The shader is generated with a very powerfull shader generator, soon more ^^
#godot #grass #wind #indiegamedev #gamedev #indiedev #procedural
Shader update to have customizable wind, that can change direction and strength and works with global shader variables.
The shader is generated with a very powerfull shader generator, soon more ^^
#godot #grass #wind #indiegamedev #gamedev #indiedev #procedural
Still work in progress, feel free to give feedback!
#godot #godotengine #gamedev
Still work in progress, feel free to give feedback!
#godot #godotengine #gamedev
Whoohoo! Godot 4.5. is out. Looking better than ever ^^
#godotengine #godot #indiedev #gamedev #indiegamedev #vfx #shaders #stencil
Whoohoo! Godot 4.5. is out. Looking better than ever ^^
#godotengine #godot #indiedev #gamedev #indiegamedev #vfx #shaders #stencil
All units are dynamic and automatically change by win w/h or the editable root font size (em), all elements use em sizing.
No containers, everything with breakble flow layouts and custom margins.
#godot #gamedev #indiedev #indiegamedev #ui #godotengine
All units are dynamic and automatically change by win w/h or the editable root font size (em), all elements use em sizing.
No containers, everything with breakble flow layouts and custom margins.
#godot #gamedev #indiedev #indiegamedev #ui #godotengine
#godot #godotengine #procedural #indiegamedev #gamedev #grass #terrain
#godot #godotengine #procedural #indiegamedev #gamedev #grass #terrain
(Random stresstesting foliage rendering on hilly terrains)
#godot #godotengine #procedural #indiegamedev #gamedev #grass #terrain
(Random stresstesting foliage rendering on hilly terrains)
#godot #godotengine #procedural #indiegamedev #gamedev #grass #terrain
Rendering lots of point lights (180 in the scene)
The glow of each flare is not an omnilight but a light shader on a quad like deferred lights, mixing normal/distance based lighting with a color gradient falloff over distance.
#godot #indiegamedev #gamedev #lights #godotengine
Rendering lots of point lights (180 in the scene)
The glow of each flare is not an omnilight but a light shader on a quad like deferred lights, mixing normal/distance based lighting with a color gradient falloff over distance.
#godot #indiegamedev #gamedev #lights #godotengine
More info in thread...
More info in thread...
#godot #shaders #vfx #documentation #gamedev #indiegamedev
rokojori.com/en/labs/godo...
#godot #shaders #vfx #documentation #gamedev #indiegamedev
rokojori.com/en/labs/godo...
This industry...
At first, I wanted to work only on the library, but than decided to create "Eat Da Rich", a game where you... eat the rich ^^
I could... 1/7
#godot #screenshotsaturday #gamedev #indiedev #indiegamedev
This industry...
At first, I wanted to work only on the library, but than decided to create "Eat Da Rich", a game where you... eat the rich ^^
I could... 1/7
#godot #screenshotsaturday #gamedev #indiedev #indiegamedev
#godot #gamedev #indiegamedev #procedural #grass
#godot #gamedev #indiegamedev #procedural #grass
#godot #indiedev #gamedev #vfx #particles
#godot #indiedev #gamedev #vfx #particles
Oriented rational splines to generate branch networks, then post-pro for noise/detail/alignment and leaf generation
#procedural #trees #godot #indiedev #gamedev #indiegamedev
Oriented rational splines to generate branch networks, then post-pro for noise/detail/alignment and leaf generation
#procedural #trees #godot #indiedev #gamedev #indiegamedev
If your are curious to know a bit more about the process behind the engine, this should give you a good idea of how the Godot Foundation + Contributors + Companies collaborate on making Godot.
www.youtube.com/watch?v=uJLO...
If your are curious to know a bit more about the process behind the engine, this should give you a good idea of how the Godot Foundation + Contributors + Companies collaborate on making Godot.
www.youtube.com/watch?v=uJLO...
Plugin Github: github.com/Bonkahe/Suns...
Finally got a tutorial out for this, you can find it here: youtu.be/aEDDkGIfwDY
#Godot #GodotEngine #IndieGameDev #gamedevs
Plugin Github: github.com/Bonkahe/Suns...
Finally got a tutorial out for this, you can find it here: youtu.be/aEDDkGIfwDY
#Godot #GodotEngine #IndieGameDev #gamedevs
And since it saves uselessly the same unmodified model data that is already stored on disk additionally again first, it will create huge garbage files.
Rant over.
#godot #gamedev #indiedev