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#godot4

5 posts5 participants2 posts today

Hey everybody! Recently, we created a shader that simulated an analog clock using polar coordinates, and we'll stick with this type of display a little longer. This time, I'll demonstrate how to program a fully customizable spinner based on similar principles. So, let's start coding! #Godot #Godot4 #GodotEngine #GodotTips #shaders #devlog #indiedev
youtube.com/watch?v=KS67q_pOcD

Just some screenshots from the current game version. The first one does show the console, listing all the special upgrades available right now in the game.

The second one does show the special modifier selection screen. You can also see the new "more information" system where you can click on terms to get more information about it.

After lots of searching, I think I finally worked out how to use #Godot's Version Code and Name fields...

The fact that the Code is an integer was confusing, as I'm trying to use semantic versioning. So in order not to have random integers assigned to my semver Name, I set the integer to the same as the semver name, but with the dots removed. Therefore v1.0.1 = 101. Hopefully this works going forward.

Hi everybody! And welcome back to our miniseries dedicated to rendering 3D scenes in shaders using the ray marching method. In the third episode, we will bring the previously static scene to life – adding combinations of objects, rotations along different axes and pivots, multiple lighting sources, and morphing using the so-called smooth minimum. #Godot #Godot4 #GodotEngine #GodotTips #shaders #devlog #indiedev
youtube.com/watch?v=Zhtrb6qTgv