This is why I hate GODOT:. >shaders documentation = 0. >shadergraph documentation = 0

This is why I hate GODOT:

>shaders documentation = 0
>shadergraph documentation = 0
>ability to create visual shader nodes with other visual shaders = impossible

I've been trying to create pic related in 3D for two months, if you have any advice that doesn't involve changing the engine you could help me

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  1. 2 weeks ago
    Anonymous

    This is a godot dev wiener sucking forum so if you expect ni/g/gas to offer you help you're lost.

    • 2 weeks ago
      Anonymous

      Imagine shilling for the faceless megacorps on an anonymous imageboard. You aren't even getting paid to advertise

      • 2 weeks ago
        Anonymous

        >Godot is a faceless megacorps
        Ok moron

      • 2 weeks ago
        Anonymous

        No it's true, IQfy loves sucking godot wiener even though it's clear that the devs are incompetent, and the companies pouring money into it just do it for PR reasons

        • 2 weeks ago
          Anonymous

          not indian enough for you?

          • 2 weeks ago
            Anonymous

            >year of the linux desktop is current_year+1
            >windows is done for, this time for sure
            >superpower by 2025
            >godot is bound to replace unity
            It's all the same narrative over and over.

          • 2 weeks ago
            Anonymous

            when did i say that?

          • 2 weeks ago
            Anonymous

            Literally anything is bound to replace unity with their completely braindead CEO and suicidal licensing.

          • 2 weeks ago
            Anonymous

            If by literally anything you mean Unreal Engine specifically, that may be right, but we'll see.

            >It's clear that the devs are incompetent
            Lots of claims with very little to back it up. You sure you're not just venting?

            Yeah right export a project to the browser and PS5 with the latest version of godot will ya--oh wait you can't

          • 2 weeks ago
            Anonymous

            >Yeah right export a project to the browser
            Oh yeah, I'm painfully aware of the, uh... deficiencies you have to work through to get your shit to run on browsers, it definitely needs a lot more work. Nevertheless I'll pursue making my game, obstacles and all. I doubt I could agree to the proprietary licensing Sony would have me sign to develop for the PS5.

          • 2 weeks ago
            Anonymous

            It's not even just the amount of work, you see, I genuinely don't believe that they will ever get to a point with it where it's a stable, reliable piece of software because I see the usual lack of direction that often plagues FOSS projects. I like the idea and I want to like it, it's just that it's not there (yet(?)). Of course, I don't mean to discourage anyone from making a game with whatever tools they like.
            As for license agreements, of course they are cancerous on all console platforms, but it's pretty much an expected feature in 2k24, similarly to web export.

        • 2 weeks ago
          Anonymous

          >It's clear that the devs are incompetent
          Lots of claims with very little to back it up. You sure you're not just venting?

  2. 2 weeks ago
    Anonymous

    found:
    >https://docs.godotengine.org/en/stable/tutorials/shaders/shader_reference/shading_language.html#doc-shading-language
    what's wrong with using this?

    • 2 weeks ago
      Anonymous

      https://docs.godotengine.org/en/stable/tutorials/shaders/visual_shaders.html
      >Although VisualShaders do not require coding, they share the same logic with script shaders. It is advised to learn the basics of both to have a good understanding of the shading pipeline.

      The visual shader graph is converted to a script shader behind the scene, and you can see this code by pressing the last button in the toolbar. This can be convenient to understand what a given node does and how to reproduce it in scripts.
      now shoo, OP

      • 2 weeks ago
        Anonymous

        found:
        >https://docs.godotengine.org/en/stable/tutorials/shaders/shader_reference/shading_language.html#doc-shading-language
        what's wrong with using this?

        Do a mat4 node in visual shaders

  3. 2 weeks ago
    Anonymous

    godot seems like its only for 15 year olds to make gay little undertale clones

    • 2 weeks ago
      Anonymous

      Are you moronic or something? Who let you use the phone?

      • 2 weeks ago
        Anonymous

        >t. making a 2d rpg that no one will ever play

        • 2 weeks ago
          Anonymous

          I will play his rpg...
          If he releases it here for free before I forget about it.

  4. 2 weeks ago
    Anonymous

    I always just write my game engines from scratch. It seems easier than reading the docs for someone else's unless you need to collaborate.

    • 2 weeks ago
      Anonymous

      >I always just write my game engines from scratch. It seems easier than reading the docs for someone else's unless you need to collaborate.

    • 2 weeks ago
      Anonymous

      Then the entire bus started clapping?

    • 2 weeks ago
      Anonymous

      What languages do you use?

  5. 2 weeks ago
    Anonymous

    Get gud you moron or return back to your troony unity engine.

  6. 2 weeks ago
    Anonymous

    Skill issue.

    • 2 weeks ago
      Anonymous

      A thing like this shouldn't be a "skill issue" though. It's a very common thing custom shaders are. Blender-like material graphs are very descriptive to everyone without any experience in any shading language and are immediately useful. Reminder that the purpose of a game engine is to support creating a product (game)

      • 2 weeks ago
        Anonymous

        Game with Godot has been published => Git gud

  7. 2 weeks ago
    Anonymous

    it's done by Mexicans what did you expect?

    • 2 weeks ago
      Anonymous

      Open source projects like g'dough are contributed to globally.

      >t. making a 2d rpg that no one will ever play

      >t. never makes any games

      • 2 weeks ago
        Anonymous

        Hispanic product, anon, deal with it.

  8. 2 weeks ago
    Anonymous

    I WILL compile only native executables.
    I WILL NOT build for browser cancerware.
    I WILL NOT build for consolegays.
    I WILL NOT use proprietary shitware in any stage of my workflow.
    I WILL release my game under the AGPLv3.
    I WILL use Godot.

    • 2 weeks ago
      Anonymous

      >I WILL compile only native executables.
      >I WILL NOT build for browser cancerware.
      >I WILL NOT build for consolegays.
      >I WILL NOT use proprietary shitware in any stage of my workflow.
      >I WILL release my game under the AGPLv3.
      based

      >I WILL use Gaydot.
      cringe

  9. 2 weeks ago
    Anonymous

    > test game
    > randomly crashes and immediately closes with no explanation
    Godot scares me.

  10. 2 weeks ago
    Anonymous

    this is a problem fairly common to a lot of open source projects that kills developer adoption
    if you ask for documentation they'll tell you write it yourself but if you're familiar enough with a project that you can write documentation you no longer need it
    it's very similar to the same sort of philosophy that keeps GNOME and GIMP shit

    IMO clear and comprehensive documentation should be one of the highest priorities for a project looking to get developer adoption

    • 2 weeks ago
      Anonymous

      That's the point and it works. Godot volunteers will write the docs for the project leads who review it.

    • 2 weeks ago
      Anonymous

      >comprehensive documentation should be one of the highest priorities for a project looking to get developer adoption
      Exactly this. The situation is grim especially when you check GameMaker's documentation, which is extremely moron-friendly, and the engine is practically free too.

  11. 2 weeks ago
    Anonymous

    The easiest way to achieve the effect you want would be with a stencil buffer, but godot doesn't support that at the moment.

    You'd have to add stencil support to the renderer and shader language, and then build your shader with that.

    Here's a repo where someone built that for 3.x but it's way out of date now - you'd have to rebase it for either new 3.x, or rewrite in the same style for 4.x
    https://github.com/apples/godot/tree/depth-function+stencil-buffer

    Here's the same guy opening a PR for basically the same thing, but I think for 4.x
    https://github.com/godotengine/godot/pull/80710

    • 2 weeks ago
      Anonymous

      Wouldn't it be easier to create a shader that makes the material glow when placed behind an object while taking its depth into account?

  12. 2 weeks ago
    Anonymous

    Ignore the circle and render the character with w = 0.1 (depth) in the shader :^)

    • 2 weeks ago
      Anonymous

      how?

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