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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This is a godot dev wiener sucking forum so if you expect ni/g/gas to offer you help you're lost.
Imagine shilling for the faceless megacorps on an anonymous imageboard. You aren't even getting paid to advertise
>Godot is a faceless megacorps
Ok moron
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
not indian enough for you?
>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.
when did i say that?
Literally anything is bound to replace unity with their completely braindead CEO and suicidal licensing.
If by literally anything you mean Unreal Engine specifically, that may be right, but we'll see.
Yeah right export a project to the browser and PS5 with the latest version of godot will ya--oh wait you can't
>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.
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.
>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?
found:
>https://docs.godotengine.org/en/stable/tutorials/shaders/shader_reference/shading_language.html#doc-shading-language
what's wrong with using this?
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
Do a mat4 node in visual shaders
godot seems like its only for 15 year olds to make gay little undertale clones
Are you moronic or something? Who let you use the phone?
>t. making a 2d rpg that no one will ever play
I will play his rpg...
If he releases it here for free before I forget about it.
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.
>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.
Then the entire bus started clapping?
What languages do you use?
Get gud you moron or return back to your troony unity engine.
Skill issue.
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)
Game with Godot has been published => Git gud
it's done by Mexicans what did you expect?
Open source projects like g'dough are contributed to globally.
>t. never makes any games
Hispanic product, anon, deal with it.
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.
>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
> test game
> randomly crashes and immediately closes with no explanation
Godot scares me.
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
That's the point and it works. Godot volunteers will write the docs for the project leads who review it.
>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.
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
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?
Ignore the circle and render the character with w = 0.1 (depth) in the shader :^)
how?