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Joined 1 year ago
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Cake day: June 13th, 2023

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  • Yeah but the anti-woke type are hardly ever too mentally stable, so who knows when the ‘saving our Christian distro from the sinners’ update will drop.

    That or the old devs never come back and the new ones ride it right into the shitter, either way its definitely uncertain times when you lose most of your main devs



  • Usually modern shader displacement attempt to create a continuous mesh, to not have to deal with backfaces or unnatural vertex breaks, but this technique can also be used (funny enough much simpler) to break meshes apart.

    Linking a screenshot here I made for another comment in this post, this test project I used the shader code in the vertex shader

    VERTEX += NORMAL * (sin(TIME)+1.0) *0.1;
    

    (Should be noted the mesh breaks apart into squares not triangles because the normal of the two triangles in a square is equal)



  • I’d reccomend doing it in a vertex shader to not destroy performance by either always having that many meshes loaded or creating a lag spike on death (by having to create as many meshes as vertices). This is because Godot is fairly high level, so all of its inherit classes have some overhead, and when used (abused?) to this degree it becomes noticeable.

    You’d have to know some vector math to make it customisable, but for the flame one I’d take each vertex move it down x units each timestep, clamped to the floor’s height

    Edit to include an exploding example I made elsewhere in the post

    void vertex(){
        VERTEX += NORMAL * (sin(TIME)+1.0) *0.1;
    }
    


  • Sethayy@sh.itjust.workstoMemes@lemmy.mlBacon tho
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    2 months ago

    I mean I don’t see the correlation between different experiences with different senses.

    Like I love feeling shit come out of my ass, don’t like hearing seeing smelling or tasting it and I don’t think that’s an intellectual ‘gotcha’