SpockBauru
79 posts

SpockBauru
@SpockBauru
https://t.co/VSbT8GKZJ2 https://t.co/Hqpa11l92t
Katılım Eylül 2022
69 Takip Edilen14 Takipçiler

@TokisanGames I'm looking forward for the separation of files per region, the instancer is a must for big worlds!
Adding Godot curves (splanes) to make paths would also be nice, but files per region is more important ^^
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Now it's time to ensure Terrain3D supports Godot 4.3, Direct3D, and making Win/Arm64 builds for people to experiment with.
I'm currently working on breaking up the monolithic storage into one file per region so a team can simultaneously work on different areas.
Godot Engine@godotengine
Listen up cowboys, the first Release Candidate for 4.3 just left the ranch 🤠 Noteworthy: support for Windows ARM64 devices and Direct3D 12 is available out of the box 📦 godotengine.org/article/releas… Want to get back into the saddle yourself? Visit ColdRidge by @FrogCoGames 🐎
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Terrain3D was just accepted into the Godot Asset Library. Now you can install it without leaving Godot.
godotengine.org/asset-library/…
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Make sure to join our discord for support, chat about terrain development, or follow our game, Out of the Ashes.
tokisan.com/discord
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@TokisanGames Thanks! It doesn't have a name yet, is just a prototype for now. The car have regular shadowmaps but it seems that twitter compression didn't like the video so is hard to see... 😅
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@SpockBauru Looks great. If this has a name and links, send them to me so I can add it to the list of games using Terrain3D.
I'd really love to see shadows under those cars. Maybe you can add it with negative lights, or just a dark translucent mesh with an inverse Fresnel shader.
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The long awaited Terrain3D 0.9.2 is finally released with new features such as... see🧵
#GodotEngine #madewithgodot
1. Paintable foliage instancing:
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@flynsarmy @reduzio I couldn't agree more on all of these. And even intermediate tutorials are hard to find.
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@reduzio 1. Lack of more advanced tutorials
2. No built in terrain system
3. Missing features. We still don't have IK in 3D. Gridmap and vehiclebody are complete messes. AnimationTeee has no blackboard system, nested state machines can't take inputs. The list goes on.
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@reduzio 1 - Unhelpful error messages: It does not show which node/script the error is.
2 - Limited Remote play: It does not show in 3D editor what is happening in-game.
3 - Constant crashes when programming shaders: I didn't found where is the option do disable auto shader compile.
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@reduzio You are right, currently I'm using Davinci Resolve for video, Krita for drawing and people are saying good things about Affninity for photo. Only Krita is FOSS, the other FOSS alternatives are indeed lagging behind.
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@XorDev About the same, debugging is a way better but software is more complex, which generate more bugs.
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@teamldm That's awesome! Are you going to post it on GodotShaders.com?
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I have zero use case for this, but I think shaders are starting to click for me
#GodotEngine #indiegame #gamedev
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@kakoeimon @reduzio Interesting, which one are you referring to? The StackExchange or the Developer one?
blender.stackexchange.com/conduct
developer.blender.org/docs/handbook/…
Anyway, both seems to be pretty mature, maybe we have one thing or two to learn with them.
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@passivestar_ Hope it can be toggled in real-time. Many players don't like the effect and having to restart the game is a hassle...
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@godotengine @roadtovostok In Reflection Probes, the separation between Cull Mask and Reflection Mask is a bless!
And I'm happy that LightmapGI and LightmapProbes are finally fixed!

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To counter the cold from our recent #FeatureFreeze, we have started a campfire to keep us warm on the @RoadToVostok 🔥
Before anyone pulls out a guitar and effectively stops all conversation, let us tell you about the #Beta for 4.3:
godotengine.org/article/dev-sn…
Testers needed! 🎸
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This kind of support is invaluable to the engine's development!
Shoutout to everyone helping us test PRs and dev builds, or sending in bug reports, you are MVPs (most valuable players) 💙
SpockBauru@SpockBauru
@riburing @lawnjelly Tested locally, made a MRP and sent some feedback to the PR, hope it helps ^-^ Since I can't do C++, this is the best I can do...
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@TheGroselha @passivestar_ I had the tree on my backyard, it's sour and sweet at the same time
But I never ever saw a Groselha tree!
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@riburing @lawnjelly Tested locally, made a MRP and sent some feedback to the PR, hope it helps ^-^
Since I can't do C++, this is the best I can do...
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3D physics interpolation for Godot 4.x just dropped. (Originally implemented by @lawnjelly for 3.x.) #GodotEngine #gamedev #indiedev
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@riburing @lawnjelly Just got the artifact, will test on my racing test scene in a few hours ^-^
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New in #godotengine 4.3: Collision and path gizmo colors are now consistent between the editor and running project.
This paves the way to custom color support for CollisionShape3D (not implemented yet), as it already works in a similar fashion in 2D.




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