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#Godot4

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Hi everybody. It's still summer 2025, and to take a short break from further improvements to our raymarching shader, this time we'll create something really simple. We'll use the Voronoi algorithm, which we know from several previous tutorials, but we'll map it onto a sphere, so we’ll end up with something like a slightly strange planet or a dead star. #Godot #Godot4 #GodotEngine #GodotTips #shaders #devlog #indiedev
youtube.com/watch?v=Y34a4qQA0Ps

Would you like to add great-looking visual effects to your game made in the Godot Engine? Then you're in the right place! This pack contains 80 shaders from my own collection, ready to use immediately in any free or commercial product.

filiprachunek.gumroad.com/l/sh

youtube.com/watch?v=VWP-JJDVMD

GumroadGodot Shader PackWould you like to add great-looking visual effects to your game made in the Godot Engine? Then you're in the right place! This pack contains 80 shaders from my own collection, ready to use immediately in any free or commercial product.There's no need to copy anything from a book or slowly create a shader by following a video tutorial. Just choose from the ready-made shaders and copy them into your own project.Once you purchase it, you'll get a lifetime access to all future versions!Check out the video description.All code is intended for Godot Engine version 4. I recommend always using the latest version of Godot, which was 4.4 at the time this product was released. If you discover anything incompatible, please let me know.I tested all shaders on Windows 11 and macOS Ventura using Nvidia GeForce and AMD Radeon graphics cards.In the Godot editor, I strongly recommend using the Forward+ rendering mode, as I cannot guarantee that all shaders will work in Compatibility mode.List of shaders2D (background image): 2D Fog 2D Rain 2D Snow Artistic Bumps Chromatic Glitch CMYK Dithering Color Adjustment Color Palette CRT Screen Digital Burn Dot Matrix Earthquake Edge Detection Emboss Filter Fast Blur Hex Tiles LCD Screen Magnifying Glass Night Vision Paper Burn Pixelation Pouring Image Radial Blur Rainy Window Ripple Transition Shockwave Simple Transition Sketch Sprite Glow Tilted Square Grid VHS Glitch Waving Flag Wet Painting 2D (ColorRect) 2D Fire 2D Grid 3D Grid Analog Clock Candle Flame Cheap Blur Chessboard Digital Clock Dynamic Fog Energy Lines Falling Drops Fireworks Geometric Shapes Hexagon Grid Julia Set Kaleidoscope Lightning Liquid Ribbon Lissajous Trail Mandelbrot Set Metaballs Moving Sticks Ornament Plasma Effect Plexus Grid Polar Heart Ray Marching 1 Ray Marching 2 Ray Marching 3 Ray Marching 4 Round Tunnel Running Cirles Sierpinski Triangle Spinner Spiral Tunnel Square Tunnel Star Field Triangular Tunnel Voronoi Diagram VU Meters Warp Speed Water Caustic 3D Animated Shield Cloaked Material Depth Edge Detection Depth Fog Space Planet BonusFire And Smoke (GPUParticles3D)I created a separate scene for each shader to demonstrate its practical use. All shaders include parameters that can be freely modified.But that's not all. By purchasing this product, you get lifetime access to all future versions, in which I’ll be gradually adding new shaders I create. I plan to expand this pack to 100 shaders — and there might end up being even more.And as a bonus, I’ve included the complete source code for one of my particle effects — specifically, a 3D fire effect with smoke. This one is also free to use without restrictions in any project.

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

Continued thread

Of course, there are signals for basically every event that the player could cause. This is to make it easy for you to drive animations, sound effects, and particle effects via the player controller without needing to write more code (very nice for prototyping and non-code-oriented developers).

Been working for the past couple days on a parametric player controller for 2D platformers in #godotengine #Godot4 with the main goal of making it easier for designers to focus on levels and their own mechanics rather than fiddling with unintuitive, physics-facing values like acceleration rate and jump velocity.

Current features include wall jumping, double/triple/etc. jumping, wall sliding, coyote time, and input buffering. All of these are data-driven and easy to update (including at runtime)

Hi everyone! Do you remember the digital clock shader I created here some time ago? It was one of the first 2D shaders I used in a 3D project, and the result looked very usable. I think a shader simulating a classic analog clock could have a similar application, and that's exactly what we'll be creating today. #Godot #Godot4 #GodotEngine #GodotTips #shaders #devlog #indiedev
youtube.com/watch?v=1KOGr3CovR

found, not really a bug, an interesting behavior in C# and @godotengine

When parsing JSON, an int gets parsed to a float. Which probably makes sense, since everything in JavaScript is a float anyways.
But that then breaks the ulong parsing with a wrong format. Don't know if this is a new 4.4 behavior or if it was always this way. In any case it took me a while to find this bug in my code.

#csharp #godot #gamedev #indiedev #Godot4 #programming #programmingtips #JavaScript #json