R H
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flinflonimation.bsky.social
R H
@flinflonimation.bsky.social
Programmer, in Winnipeg, made a couple video games with Unity. Now learning Godot. He/Him

Some games here: https://rhill.itch.io
Egg shader
November 13, 2025 at 3:56 PM
Been playing with Material Maker mostly just to generate tiling textures.

Not necessarily a realistic grass texture gets the idea across.
November 11, 2025 at 3:51 PM
What has become my go-to approach to particles in Godot if I can use GPU is custom properties for gravity, drag and lifespan, so in code I make my own random ranges for those when I emit.

That’s in rgb channel so I could add a fourth property if I decide what it should be.
November 8, 2025 at 3:25 PM
Made a version that displays the outline through other objects.
November 5, 2025 at 6:49 PM
Made an outline selection material though it does rely on normals to display the outline which makes it messy anywhere the mesh has sharp edges.
November 5, 2025 at 6:35 PM
It’s a painting I made
November 4, 2025 at 2:23 PM
Got some interesting results from hsl distance
November 3, 2025 at 11:26 PM
Okay, did a dither test where it picks the closest and second closest CGA colour and dithers based on dot vector from one to the other.

If you choose these colours more deliberately you could blend two colours further apart for the effect but this is the version a computer can easily figure out.
November 3, 2025 at 11:03 PM
I tweaked the fade rate and allowed myself to cheat a little by storing a second value that makes the blips fade more slowly.

Also randomized the shapes slightly so they aren’t perfectly circular.
November 3, 2025 at 8:54 PM
Made a little scanner in Godot. Because I had done shaders like the fading light trails I figured I could do the fading phosphor like in a radar display.
November 3, 2025 at 7:13 PM
November 2, 2025 at 9:29 PM
Watching Scars of Dracula and clapping my hands with glee every time a bat shows up.
November 1, 2025 at 2:43 AM
This is called an emerald cut so I added a tint to the shader for it
October 28, 2025 at 2:05 AM
Made a screen-space gradient shader in Godot.

I did this before in Unity but Godot has the NODE_POSITION_VIEW which makes it more straightforward.
October 25, 2025 at 7:09 PM
Added rose cut to the types of gems you can generate
October 24, 2025 at 5:31 PM
After looking at more photos of diamonds I desaturated the samples where the view and normal aligned.

The most colourful parts of the photos showed up in the outer edges where the angle of incidence would be higher.
October 22, 2025 at 5:19 PM
Added the ability to blend multiple dither blends together in a checkerboard pattern
October 21, 2025 at 8:39 PM
Right now selecting colours and dither textures is a matter of selecting indices. I don’t know if there’s a way to make that more intuitive.
October 21, 2025 at 3:39 PM
More dither tests.

Using 16 CGA colours, any material can dither between 256 pairs of colours. It can also specify different dither textures to imply texture of material.
October 21, 2025 at 3:28 PM
Dither tests
October 20, 2025 at 9:54 PM
Some potential here with parallax offset sampling a voronoi texture.

Might want to layer with the cubemap variant I did before
October 20, 2025 at 8:11 PM
Starting to get somewhere
October 17, 2025 at 7:25 PM
Hmm. Potential?
October 16, 2025 at 7:13 PM
Tweaking the hole shader so edges of the hole are shaded.

This reads better when there’s a wall of the same colour behind it.
October 16, 2025 at 7:02 PM
Okay made a peephole in Godot.

It renders four cameras and displays that like a cubemap in the peephole shader to get the fisheye look.

At first I tried to get that down to three cameras but that doesn’t actually cover a wide enough angle.
October 15, 2025 at 4:15 AM