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#godotengine

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Hi there! I'm freeman! And i'm developing a first person adventure horror game in #godotengine

For the longest time i been focusing 100% on giving back to the community, and now that i'm working on a proper game i could really do with a little help!

You can support me here!:

ko-fi.com/yosoyfreeman

I'll keep posting frequent updates and thinking about ways to give something back to the community. If you don't feel like supporting me, checking my work would be cool too!

boost appreciated.

Ko-fiSupport Yo Soy Freeman on Ko-fi! ❤️. ko-fi.com/yosoyfreemanSupport Yo Soy Freeman On Ko-fi. Ko-fi lets you support the people and causes you love with small donations

I just learned about Redot, which seems to be just a fork of Godot with.... changes?
I have no idea what changes, couldn't find any info as to what is actually different between the two.
The docs seem to just be a copy paste of Godot's with a "CTRL+F replace Go with Re"?
I don't know, but... what? 🤨 What's the point?

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

grrr
I've converted all my Goods from String to Resource, and now all seems to work, but I'm getting an error in my Debugger
" ERROR: Cannot assign contents of "Dictionary[String, int]" to "Dictionary[Object, int]".
"
I cannot see where the error is. No file/line no is given.

I've tried trawling all through my code, to no avail.

Any tips?

The new Entity, World State and Replication system is working!

Here it's syncing 24 cubes and two movers (the chars are not based on entities yet) from a server to 3 clients.

The server's world state is authoritative - clients merely follow updates they get.

Super simple for now - full world state is sent to all clients every server tick.

Not optimal or resilient at all - there is a lot of work ahead!

youtu.be/Sc42ebGX_YU

#Liblast #IndieDev #IndieGame #Godot #GodotEngine #FPS

- unfa

Working on a custom sky shader again. This time I'm renouncing all physical principles, and just going with what looks good.

The shader contains no branching, no loops. It's just a bunch of maths based on fairly intuitive parameters. There is just one texture lookup for the overall brightness depending on sun azimuth, which could probably also be replaced by some maths.