Developing the ROKOJORI ACTION LIBRARY, a Godot addon for quick game developing with actions and procedural asset generation
✨️ https://rokojori.com/en/labs/rokojori-action-library/overview
www.youtube.com/watch?v=spBa...
www.youtube.com/watch?v=spBa...
Deformed grass is highlighted
Code attached, I hope it's readable.
#GodotEngine #GameDev #Grass #Deform #IndieDev #IndieGameDev
Deformed grass is highlighted
Code attached, I hope it's readable.
#GodotEngine #GameDev #Grass #Deform #IndieDev #IndieGameDev
When the player stands still it becomes a single point.
The deformation direction is the direction from vertex to (P)
#GodotEngine #GameDev #Grass #Deform #IndieDev #IndieGameDev
When the player stands still it becomes a single point.
The deformation direction is the direction from vertex to (P)
#GodotEngine #GameDev #Grass #Deform #IndieDev #IndieGameDev
For one object you can use the current position and a smoothed position as line and map the vertex distance to this line. Smoothed position will become the current position after a while so the grass will slowly follow too.
For one object you can use the current position and a smoothed position as line and map the vertex distance to this line. Smoothed position will become the current position after a while so the grass will slowly follow too.
Line with multiple points offset/smoothed in time of the object, than using round cone sdfs, deform vector either by the direction to the first point or maybe computed with sdf gradients
The latter is more performat. I like using only one smoothed past position.
Line with multiple points offset/smoothed in time of the object, than using round cone sdfs, deform vector either by the direction to the first point or maybe computed with sdf gradients
The latter is more performat. I like using only one smoothed past position.
- For multiple objects:
Top Down Viewport with deformation vectors (rg = xz offset, quads attached to objects only for the viewport) + temporal blur as compositor effect to smear the positions over time. Sample this to offset the verts...
- For multiple objects:
Top Down Viewport with deformation vectors (rg = xz offset, quads attached to objects only for the viewport) + temporal blur as compositor effect to smear the positions over time. Sample this to offset the verts...
rokojori.com/en/labs/godo...
#Godot #GodotEngine #GameDev #IndieDev #IndieGameDev #Tutorials
rokojori.com/en/labs/godo...
#Godot #GodotEngine #GameDev #IndieDev #IndieGameDev #Tutorials
rokojori.com/en/labs/roko...
rokojori.com/en/labs/roko...
hexaquo.at. He also did a great talk at GodotFest about landscape visualization in general, also on YouTube
hexaquo.at. He also did a great talk at GodotFest about landscape visualization in general, also on YouTube