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#godot

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Continued thread

Fun with noise.

I added some noise to the light calculation, and got the dither I wanted for free thanks to the posterisation! Now I can do anything from a slight wobble in the shading transitions to a full dirty dither.

Also added a second noise source to the terrain and cloud generation, for more bumpy coastlines. And I accidentally created Europe!

Continued thread

I did try some more complex dither textures, and they actually worked quite well.

However I then added posterisation, and that looked kind of amazing imo.

I think what I would like is to make the shading rougher so that it doesn't produce the clean lines it has here, or to implement the dithering such that it also goes through multiple levels of shading within the palette rather than just overlaying black. So those are what I will be working on next.

Hey! I wanna know about optimizing #Godot games for #mobile. Do you have any resources or general tips on that?

I read this article, in which they mention minimizing the amount of times the GPU needs to read textures. I assume this could be achieved by reusing textures/materials when possible, right?

community.arm.comOptimizing 3D scenes in Godot on Arm GPUsIn part 1 of this series, learn how we utilized Arm Performance Studio to identify and resolve major performance issues in Godot’s Vulkan-based mobile renderer.

Looking through Composition for Godot.
It seems that "The Godot Way" is to make everything Scenes/Nodes, with attached Scripts, and drag them onto the Scene that wants them. Or to export a variable, and add the component Node there.

I need to ado a LOT of rewriting to sort this out.

All advices welcomed

Continued thread

Added a couple more levels to the shadow dither. It's a bit basic as far as a dither goes, but not sure if anything fancier will work.

Took aaaages to do this because it turned out the previous one was only working by accident; as soon as I tried using a larger dither texture it fell over :try_not_to_cry:

I might try to take the shade colours from a palette rather than just overlaying black, with or without the dithering.

One of the biggest challenges I am facing in my #Godot #GameDev journey is the composition pattern. I need to read now about it. But briefly, what I'm running into is this. I have some entities finished of nodes and resources and things, but when I have some entity interacting, I need to have some kind of interface that I can call into! If I don't know what are the components that compose a particular entity, how do I know what methods I can and can't call meaningfully?! And if I do know, if I have some kind of parent entity that implements a particular set of methods that call into the components, what's the difference between that and inheritance? especially since I don't have a ton of different types. With an ECS, I'd know how to solve it by definition, but with the node tree it seems less intuitive to me.

KLAXXON! #SOURCE issue 2 is now available for download! In case you don't know what I am on about SOURCE is my attempt at an #opensource "pay what you feel" magazine. In this issue we look at #Godot, #Inkscape, #OpenStreetMap #Logseq #Termux and #Syncthing

There's a little more info and a direct to pdf link on my blog as well as links to Issue 1 which was a deep dive on Computational Fluid Dynamics with #FreeCAD.

concretedog.blogspot.com/2025/

Please Boost!