- Видео 8
- Просмотров 3 173
DevPoodle
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Добавлен 15 июн 2019
How to Procedurally Generate Meshes - Using Godot Engine
Hello! This is a tutorial on how to procedurally generate 3d meshes in Godot 4. Here's a link to the git repository containing the project's source code: github.com/DevPoodle/yt-example-projects/tree/main/procedural_meshes.
Thanks for reading the description and thanks for watching the video.💖
Thanks for reading the description and thanks for watching the video.💖
Просмотров: 333
Видео
Making a 3D Pixel Art Shader Effect - Using Godot Engine
Просмотров 1 тыс.21 день назад
Hello! This is a tutorial on how to create 3D pixel art effect using Godot 4 shaders. Here's a link to the git repository containing the project's source code: github.com/DevPoodle/yt-example-projects/tree/main/3d_pixel_art_effect. Thanks for reading the description and thanks for watching the video.💖
Making a 3D Outline Effect - Using Godot Engine
Просмотров 479Месяц назад
Hi! This is a tutorial showing you how to create a dynamic 3d outline effect using the new Godot compositor and compute shaders. Here's a link to the example project on GitHub: github.com/DevPoodle/yt-example-projects/tree/main/outline_compositor_effect. Thanks for reading this, and thanks a lot for watching the video! I appreciate it. :) Timestamps: 0:00 Scene setup 1:00 Basic script 9:45 Basi...
Making a CRT Shader Effect - Using Godot Engine
Просмотров 1,3 тыс.Месяц назад
Hi there! This is a tutorial on how to make a Godot 4 CRT screen effect using shaders. Here's a link to the project shown in the video: github.com/DevPoodle/yt-example-projects/tree/main/crt_screen_effect. Also, this video was heavily inspired by Acerola's video on the CRT effect using in Loop Hero. Here's a link to that excellent video: ruclips.net/video/aWdySZ0BtJs/видео.html. Thanks for read...
metal pipe? Metal Pipe!
Просмотров 507 месяцев назад
This is my submission to Redline's Monthly Composing Challenge 9. It may or may not include metal pipe sounds.
Pinball Village - Town Music Jam #3 Submission
Просмотров 41Год назад
This is a submission to Town Music Jam #3. I made the music based off of the theme "Pinball City". I hope you enjoy listening to it! :D
Deltarune No-Hit | King Boss Fight
Просмотров 122 года назад
I defeat the king from Deltarune in both main routes without getting hit once. I had no weapon or armor upgrades during the fight. Pacifist: 0:00 Genocide: 2:50
Deltarune No-Hit | Jevil Boss Fight
Просмотров 272 года назад
This is footage of me defeating Jevil from Deltarune in both main routes without getting hit once. I also had no weapon or armor upgrades during the fight. Pacifist: 0:00 Genocide: 3:15
Great video :o
Thanks so much!
great video, can i ask about UV? does it just work?
@@עומראשכנזי-ז5ז To get UV’s, you have to create a UV array and add it to the surface array, in basically the same way you add normals. They’re a little more difficult to generate, especially for the cube and the sphere, which is why I didn’t include it in the video
spectacular! thanks.
excellent work.
Thanks! ❤️
is there any way by which I can turn off the curvature on the sides? I only want the scanline effect.
Sure! Just set the warped UV to be equal to the centered UV 👍
@@devpoodle Thank you so much🙂
Great video. This helped me a lot.
Hey man, great video! I was just wondering, can you also get the screen normal texture in the compositor? If it's possible, how would you do it? Thanks!
Thanks for watching! There is a way to get the normal texture. You can call render_scene_buffers.get_texture("forward_clustered", "normal_roughness")) to get the RID of the normal/roughness texture, then implement it in the same way as the depth uniform. The color of that texture stores the normals, and the alpha part stores roughness.
Very useful!
I'm glad you found it helpful!
Hi there, thanks for watching! If you have any feedback or want to make suggestions for future videos, feel free to let me know 👍
Nice shader man absolutely love the way it looks, especially in a dark ish environment when the player has a flash light
Thanks so much!!
Super coolio. The outline demo would be much appreciated 🙏
thank you!!!!!!!!!!!! this is really good
Thank you it's awesome ! I need to test this
Thanks for the comment ❤️, I hope it’s helpful
so sick mate, just tested it out in my project and looks really cool. tyty
Awesome! I'm happy it's worked well for you. 👍
Hi 👋 I hope this video taught you something. If you have any video recommendations, I’m totally open to taking suggestions. Thanks!
Oh this is fantastic! Using this method seems less Finicky than other outlines I've seen using the Normal and Depth and sampling the outline 4 Times in order to get a full outline. Unless I misunderstood something! Is there a way to adjust the outline size in editor with this method; What part of the code would I look at to place the variable and export it, if the compositor effects allows for that (I assume so, but I've messed with it Very Little) I'm noticing a pattern of certain shader effects I want to learn how to do are requiring I learn glsl... Guess it's time
@@lostsignal2503 thanks for the comment ❤️. If you wanted to change the outline size in editor, you would make the sample size constant a part of the storage buffer uniform. then, in gdscript you could pass in whatever value you wanted.
10/10 video
Thanks ❤️
Really useful and helpful vid, well explained. cheers
I'm glad you found it helpful. Thanks for the comment! :D
Hello, I hope you learned something from this video. If there's any videos you'd like to see, or you have suggestions for how I can make these better, feel free to leave a comment. Thanks!
Thank bro I very very wanted this tutorial ❤❤❤
Glad I could help! 👍
keep up man its a good work!!
This just randomly showed up for me in my recommended at the end of another video... And I only have one question.... why?
youtube’s being weird I guess 🤷♂️
THANK YOU A MILLION TIMES DUDE YOU SHOULD definitely make more ❤
it would be nice to enhance this CRT shader effect to more advance level. Kinda close to what we see on old sony tv's with it's hardware level. Normal CRT shader like that still doesn't peak to it's charm like how our eyes perceive watching an old TV. Nice work btw.
Thanks for the comment ❤. One easy improvement is to turn up the brightness of each pixel, and then turn on Godot’s bloom feature. That would be a little more accurate than the blur effect I showed in the video. 👍
Hi! This is my first tutorial video like this (and my first gamedev video in general). If you have any video ideas or suggestions on how I can improve, I'd love to hear 'em. Thanks! :D