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Search results for tag #godot

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[?]Armoured Wizard » 🌐
@ArmouredWizard@dice.camp

Godot - major refactor needed.
Equipment is getting quite complex, and is currently stored as a Dictionary of Dictionaries of Arrays
I'm thinking of making it a Class. But maybe a Resource?
Equipment needs to know:
Playbook/General
Name
Description
Load
is_equiped

Each item can only be instantiated once, and the only bit that ever changes is is_equiped

Advices?

    AodeRelay boosted

    [?]Binbun » 🌐
    @binbun3d@mastodon.social

    Pixelated holo card effect with shimmer and parallax. Design inspired by hex card in Balatro.

    Alt...Holographic card with a shine effect in godot

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      [?]Antti Tiihonen » 🌐
      @antti_tiihonen@peoplemaking.games

      The queue of playtesters for Reconfigure is now empty! If you apply now you'll get in quick: store.steampowered.com/app/398

      Alt...Gameplay from Reconfigure, a lofi puzzle-RPG-FPS game

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        [?]Aurora 🐀:blobhajhearttrans: » 🌐
        @Aurora_Bee@deadinsi.de

        :boost_ok:
        My first contribution to the asset library is finally online!

        godotengine.org/asset-library/

        codeberg.org/Aurora_Bee/poster

        If you need an explainer or refresher on what Posterize to Palette is or does, there's a short demo video and a short description I posted a while ago here:
        deadinsi.de/@Aurora_Bee/115984

        This small demo is also available as a x86_64 linux and windows build on my Codeberg if you'd like to try it out for a bit! (requires Vulkan and OpenGL 4.3 support)

        Lemme know what you think! <3

        If you'd like to support me doing more stuff like this, you can find my ko-fi here: ko-fi.com/aurora_bee
        And if you'd like to work together, feel free to send me a DM here, or an e-mail to jobs@aurora-bee.de 🐀💕

          AodeRelay boosted

          [?]Yuri :godot: » 🌐
          @yurisizov@mastodon.gamedev.place

          So that recent shader preview plugin for Godot? We're discussing how to implement it as a native feature.

          github.com/godotengine/godot-p

          I see it as breakpoints, personally, and made some rough mockups. Would you find this kind of presentation helpful?

          A mockup of the shader code editor in Godot with extra elements added to represent the new feature. It looks like a normal shader editor, apart from two things. In the gutter on the left some lines are marked with blue marks. And, more apparently, on the right, next to the minimap there is a series of squares aligned with the same lines, sometimes overlapping each other. The squares have visuals that seem to represent the output of the shader up until that point.

          Alt...A mockup of the shader code editor in Godot with extra elements added to represent the new feature. It looks like a normal shader editor, apart from two things. In the gutter on the left some lines are marked with blue marks. And, more apparently, on the right, next to the minimap there is a series of squares aligned with the same lines, sometimes overlapping each other. The squares have visuals that seem to represent the output of the shader up until that point.

          The same mockup, but there is a slight different now. There is an image of a mouse cursor hovering over one of the preview squares. In the previous image that square was partially obscured by its sibling. But now it appears above it, as if hovering brought it to the front.

          Alt...The same mockup, but there is a slight different now. There is an image of a mouse cursor hovering over one of the preview squares. In the previous image that square was partially obscured by its sibling. But now it appears above it, as if hovering brought it to the front.

            AodeRelay boosted

            [?]Binbun » 🌐
            @binbun3d@mastodon.social

            Grass, water and Glass UI shaders are now available on godotshaders too!

            Link: godotshaders.com/author/binbun/

            Alt...Two examples of grass shader, three of water and one of glass UI

              AodeRelay boosted

              [?]youen » 🌐
              @youen@mastodon.gamedev.place

              I'm experimenting with an interface to let players edit text fields in the list of assemblies they have created.

              My idea is that the simplest is to just click the text to edit it. However, once you've started editing, you should either confirm (which saves the assembly to a file) or cancel, and should not be able to do something else in between.

              So I came up with the idea of making a "modal popup" excepted it's not a popup.

              What do you think, is this a good way to do it?

              Alt...Screen capture of a 3D game with a 2D GUI on top of it. A vertical list is displayed on the right. Each item in the list is a card with a name, an icon, and a description. This list represents "assemblies" that the player has created, which are blueprints of multiple parts that can then be spawned in the world. The player then clicks the description of one of the cards, which makes the whole screen darker, excepted for the card itself. The player can edit the description and the title. Two buttons appear on the right of the card, a red cross to cancel and a green mark to confirm.

                AodeRelay boosted

                [?]Fábio Fontes » 🌐
                @fontes@mastodon.gamedev.place

                Bit more sprucin' up the environment, made the track change orientation and mirror at random for diversity, and added them billboards which adjust if the track's mirrored. Not much progress since the last post but hey, chuggin along. Should work on effects now?

                  0 ★ 1 ↺

                  [?]Marek S. Ł. » 🌐
                  @marek@m5l.eu

                  Who could have guessed that running a package sending data over to a page with to render at runtime using two separate embedded Chrome processes could cause my flight simulator to have performance issues?

                  Well, once I became the person to guess that and I'm simply translating some textures with everything is butter smooth again.