Casual Garage Coder (@cgaragecoder) 's Twitter Profile
Casual Garage Coder

@cgaragecoder

Part-time solo indie #GameDev / composer / artist
Co-founder of The Godot Barn @GodotBarn
Working on his next big game (TBA). #GodotEngine

ID: 1463192618880274432

linkhttps://linktr.ee/casualgaragecoder calendar_today23-11-2021 17:08:24

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Casual Garage Coder (@cgaragecoder) 's Twitter Profile Photo

The #procgen normal texture is controlled by 3 parameters : detail, sharpness and "lush". It is based on a fBm fractal worley noise. It is meant for ground texture. The "real" colors will come later (and that will be fun to explain how). #Godot #glsl #IndieGameDev #gamedev

Casual Garage Coder (@cgaragecoder) 's Twitter Profile Photo

I have made a more lengthy video of the ground texture editor prototype with a full-length explanation of what it's all about. Please note that there only a texture quad involved. No crazy geometry with millions of polygons. #GodotEngine #indiegamedev youtu.be/y2zZELKHXaM

Casual Garage Coder (@cgaragecoder) 's Twitter Profile Photo

Dots are connecting. All the small bricks i've done here and there are finally starting to build something bigger. #solodev #IndieGameDev

Casual Garage Coder (@cgaragecoder) 's Twitter Profile Photo

Coming soon at @thegodotbarn.com , ultra-simple small terrain generation (based on FastNoise). Script + Shader. This example is a 128x128 terrain with a bicubic Bezier interpolation vertex shader to smooth. #GodotEngine #gdscript #glsl #indiegamedev #GodotTips

Coming soon at @thegodotbarn.com , ultra-simple small terrain generation (based on FastNoise). Script + Shader. This example is a 128x128 terrain with a bicubic Bezier interpolation vertex shader to smooth. #GodotEngine #gdscript #glsl #indiegamedev #GodotTips
Casual Garage Coder (@cgaragecoder) 's Twitter Profile Photo

Here is a small terrain generator/renderer in few lines of #gdscript and #glsl in #GodotEngine. #indiegame #solodev #procgen thegodotbarn.com/contributions/…

Casual Garage Coder (@cgaragecoder) 's Twitter Profile Photo

Sometimes, one only needs a small resolution terrain with a decent interpolation function to achieve decent result. Here is a starting point with less than 100 LoC with #GodotEngine. #indiegame #procgen #terrain thegodotbarn.com/contributions/…

Sometimes, one only needs a small resolution terrain with a decent interpolation function to achieve decent result. Here is a starting point with less than 100 LoC with #GodotEngine. #indiegame #procgen #terrain
thegodotbarn.com/contributions/…
Casual Garage Coder (@cgaragecoder) 's Twitter Profile Photo

Irrigation map computed using C++/OpenMP. The lakes and rivers only take less than 5ms to compute, but the irrigation requires to be spread using some rules. Too reach stable state requires ~200ms with a core i5-13th gen :/ Next step, vegetation ! #indiegame #solodev #procgen

Casual Garage Coder (@cgaragecoder) 's Twitter Profile Photo

Used AVX to unlock usage of SSE2 extended CPU instruction set. The computation is twice as fast now. Lakes and rivers are computed using a "trick". It only takes 5ms. Irrigation map uses those data to determine where the vegetation thrive due to irrigation. #procgen #indiedev

Casual Garage Coder (@cgaragecoder) 's Twitter Profile Photo

Script prototype of daylight map: Amount of light the map get through the day. Missing: Indirect lighting(will depend on type of terrain), and taking water into account. Then, porting this in C++/OpenMP/AVX. #procgen #indiegamedev #solodev #GodotEngine

Bolicha (@bolicha_studio) 's Twitter Profile Photo

my custom brush got filled with junk data again and just LOOK AT IT it's the prettiest one yet! #digitalpainting #GodotEngine #art

my custom brush got filled with junk data again and just LOOK AT IT it's the prettiest one yet!

#digitalpainting #GodotEngine #art