Jasper Flick @catlikecoding
I write Unity tutorials and Godot tutorials that focus on programming. I also maintain AnyDice. catlikecoding.com Amsterdam Joined July 2009-
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@DaleJackson187 The more octaves the more expensive it gets, and curl is heavy too. For a big terrain you could bake the heavy pattern to textures with compute shaders on demand. On top of that can be added some extra in the shader for details when needed.
We warp value noise with curl noise to make it more interesting, in my latest #GodotEngine #gamedev tutorial: catlikecoding.com/godot/procedur…
@RyanJ_KOL At too high a strength it falls apart. You can see that in the tutorial.
@gyuforge You could deform via a compute shader, retrieve buffer, then update collider. Probably not something you'd want to do all the time though, unless it's the only thing going on.
The culmination of my upcoming PGPUP #GodotEngine #gamedev tutorial is: a wriggling plane!
Torus with exclusively animating curl (besides global rotation). For upcoming PGPUP #GodotEngine #gamedev tutorial.
Small fix in PGPUP part 8: smooth01 now also supports PATTERN_SAMPLE_VALUE_TYPE other that float.
@XscoGames Many game planets are actually donuts.
Coming up next for my Procedural GPU Patterns #GodotEngine #gamedev tutorial series: curling noise, also on a torus.
Coming up next for my Procedural GPU Patterns #GodotEngine #gamedev tutorial series: curling noise.
In Custom SRP 7.3 #unity3d #gamedev tutorial we use raster render passes to draw our shadows. catlikecoding.com/unity/custom-s…
In the last tutorial we made value noise, which works for making flat pancakes. But we want donuts! Therefore we add tiling support to the noise, so we can seamlessly wrap it around a torus. #GodotEngine #gamedev catlikecoding.com/godot/procedur…
@ZeusSocialHQ As long as the dough isn't stretched too thin.
@ZeusSocialHQ Up next: a new way to stir the dough!
Coming up next for my Procedural GPU Patterns #GodotEngine #gamedev tutorial series: seamless value noise on a torus.
In Hex Map 5.6 #unity3d #gamedev tutorial we convert another part of our map generation into a Burst job. catlikecoding.com/unity/hex-map/…
@phoenisx_ For indie-level stuff Godot is fine, not AAA. GDscript is fine. C# for heavy stuff. If that doesn't cut it or you want to hack the engine then C++. Switching engines shouldn't be a big deal, but you have to be willing to adapt.
In the last tutorial we created value noise and now we add analytical derivatives to it, to adjust normal vectors to match a displaced surface. #GodotEngine #gamedev catlikecoding.com/godot/procedur…
@kangchec Yea. With RP complexity increasing compartmentalizing all this stuff as much as possible is a boon.
In Custom SRP 7.2 #unity3d #gamedev tutorial we continue to modernize our shadows code, pulling it out of the lighting pass and splitting it into three passes. catlikecoding.com/unity/custom-s…
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