FencerDevLog

joined 1 year ago
 

Hey everybody! In this video, I would like to demonstrate how we can enhance the effect that we know from the very first video about shaders that I recorded for this channel. The enhancement will consist of displaying something like continuous plasma instead of rippling lines, for which we will use very similar calculations. Let's get started.

 

Hi everybody! If you watched one of the previous videos in which we created a square grid, you might have wondered how difficult it would be to achieve a similar effect with perfectly aligned hexagons. There are certain differences, but the algorithm is not extremely complex. Let's get into it.

 

Hi everybody! In this video, I would show how we can set up a glow effect on a selected sprite in a 2D project. Such a shader may come in handy if we want to understand how the glow calculation works, or if we decide to work without setting up a global glow in the WorldEnvironment node. Let’s do it.

 

Hi everyone! This is a continuation of my video about polar coordinates in shaders. If you haven't seen it yet, I definitely recommend watching it first; everything will then be a bit clearer. The link should be included in the description. However, I will also mention the basics in this video. So, let’s make some spiral effects.

 

Hi everyone! This time, I would focus on what truly looks like a dev log, as the title of this channel suggests. It will be about shaders again, but instead of creating it from scratch, I would dissect a fog effect as we implemented it in our game.

 

Hi everybody! In this video, we will create a shader that displays a grid. It may sound simple, but such a grid is a very useful element, whether for debugging or its use in various effects.

 

Hi everyone! This tutorial will teach you how to display a fireworks effect on the screen using a shader, which can be a nice reward after successfully completing a level in your game.

 

Hi everyone! In this video, I would describe how we can easily implement the pause and resume functionality in the Godot Engine. Since something like this involves certain pitfalls, I will show how to avoid them and do the whole thing correctly.

 

Hi everyone! Do you remember the lightning shader that I was creating in one of the previous videos? This time, we'll try something similar but less chaotic, so the code will be significantly shorter. I'll show you how to transform a simple line into something like this.

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submitted 9 months ago by FencerDevLog to c/godot
 

Hello everyone! Let me tell you something about the audio system in the Godot Engine. As an illustrative example, I will use our point-and-click adventure, Whispers of Prague.

 

Hi everybody! What you see behind me in the background of this video is the result of several algorithms commonly used in creating shader effects. Specifically, it involves the Voronoi diagram, a pseudorandom vector generator, and a custom color palette. If you like this effect and would like to use it in your Godot game, keep watching. I will demonstrate and explain how to create it from scratch.

 

Hello everybody! In this video, I would like to demonstrate how we can create custom nodes for the visual shader editor in Godot 4. It's a very useful functionality because, despite being a powerful tool, the visual shader editor contains only a finite number of built-in nodes. Sometimes, we'd like to add more nodes that we want to use frequently. It's easy, and I'll show you how to do it right away.

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