24

Hello, everyone! This is the second part of our tutorial on creating a sky shader in Godot 4. So far, we've created the daytime half of the effect, and in this episode, we'll tackle the nighttime version.

[-] FencerDevLog@programming.dev 1 points 6 days ago

1.2.10 (2026-10-30): Added digital_rain (scene and shader). Added tetrahedron (scene and shader).

19

Hello, everyone! Are you working on a 3D game in the Godot engine and would like to simulate day and night based on the current time? This sky shader might be just what you need for your project. Let’s take a look at how it works and how to program it.

36

Hello, everyone! In this video, we'll create a cracked screen or shattered glass effect through which we can observe the game scene. We'll combine several programming techniques we've used in previous tutorials, and the result will definitely be worth it.

20

Hello, everyone! Let's create a simple shader that distorts an image into a spiral, simulating flying through some kind of abstract tunnel. It's a very simple piece of code, which I will now explain in detail.

16

Hello, everyone! It's time for another simple tutorial that could find its use in a 2D game. We've covered something similar here before, but in a much more simplified form. This time, we'll be shaking an image or the screen using a slightly more sophisticated algorithm. So let's program it.

24

Hello, everyone! Let’s again create a spatial shader for a 3D object. This tutorial is special because for the first time I will touch on a function that I have completely ignored so far. It is the function called light, and I will show how we can work with it.

30

Hi everyone! I think after several relatively long videos, it would be nice to do something simpler for a change. We’re going to program an effect that simulates looking at an image through square-shaped curved glass.

[-] FencerDevLog@programming.dev 3 points 1 month ago

You are welcome!

33

Hi everyone! Maybe you remember the first tutorial I published this year, which demonstrated a simple algorithm for distorting an image divided into tiles. This time, we'll take that idea a step further and create a simulation of a wall made of differently distorted glass bricks.

16

Hello, everyone! It seems that the cave tunnel shader I created here recently was quite successful, which pleased me enough that I decided to add another effect based on a similar principle. So, let's take a look at how we can program it.

27

Hello, everyone! We previously looked at a shader that generated spiral-shaped objects, but back then it was just an elementary implementation. This time, let’s try something more practical, namely a distant view of a spiral galaxy.

12

Hello, everyone! Let's expand our collection of tunnel effects with another shader. We've had several fascinating examples here, most of which looked very regular and demonstrated a smooth flight through some kind of corridor. This time, we'll try something more irregular that could resemble flying into some unknown cave.

21

Hello, everyone! I’ve created a shader here before that simulated a simple animated star. This time, we’ll take that creation to the next level and create a much more interesting type of star using a somewhat more complex approach.

[-] FencerDevLog@programming.dev 3 points 3 months ago

For example, because Line2D runs on the CPU, while a shader runs on the GPU (much faster). But of course, many effects can be achieved in different ways. I just happen to prefer shaders.

[-] FencerDevLog@programming.dev 8 points 1 year ago

Actually, it's based on a new game I've just released: Beyond The Space Wall I will update the store page soon. 😎

[-] FencerDevLog@programming.dev 8 points 1 year ago

This is what happens when a programmer tries to create some graphics. 😀

[-] FencerDevLog@programming.dev 4 points 2 years ago

You are welcome! Glad to help.

[-] FencerDevLog@programming.dev 2 points 2 years ago

Thanks! About a year ago, I was experimenting with decals, but I don’t remember if it led to anything. Maybe I’ll revive this subproject.

[-] FencerDevLog@programming.dev 4 points 2 years ago

Assemble your objects from smaller, independent 3D meshes, which you can control separately after destroying an enemy. That's how I do it in my space shooter game.

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FencerDevLog

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