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

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  • If were going average or median I would be genuinely surprised if it was under 20 ngl.

    They advertise to kids cause kids and adults buy it then, advertise to adults and youre just cutting off part of your market - companies aren’t so super sterilised these days cause today’s youth are just super loaded











  • 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;
    }