[-] FencerDevLog@programming.dev 0 points 5 months ago

1.1.9 (2026-06-03): Added menger_tunnel (scene and shader). Added vintage_film (scene and shader).

[-] FencerDevLog@programming.dev 0 points 6 months ago

1.1.6 (2026-04-21): Added old_photo (scene and shader). Added radar (scene, shader and script).

[-] FencerDevLog@programming.dev 0 points 6 months ago

1.1.5 (2026-04-14): Added waterfall (scene and shader). Added noise_star (scene and shader).

[-] FencerDevLog@programming.dev 0 points 7 months ago

1.1.4 (2026-03-27): Added broken_tv (scene and shader). Added heavy_rain (scene and shader). Added fluted_glass (scene and shader).

[-] FencerDevLog@programming.dev 0 points 8 months ago

1.1.3 (2026-03-10): Added fiery_area (scene, shader and script). Added 3d_glow (scenes, shader and scripts).

[-] FencerDevLog@programming.dev 0 points 1 year ago

0.9.9 (2025-10-21): Added stripe_transition (scene and shader). Added underwater (scene and shader).

[-] FencerDevLog@programming.dev 0 points 1 year ago

0.9.7 (2025-09-13): Added flow_noise (scene and shader), and circular_bur (scene and shader).

26

Hi everyone! Let’s create another shader in Godot Engine. I was thinking about how we could combine the organized chaos represented by fractal Brownian motion with image post-processing. The result is what you now see in the video, and we could use it in game development to simulate, for example, entering an area that negatively affects the hero’s perception of reality.

25

Hi everyone! This time I’d like to show how a 2D shader can be used in a 3D scene, which can have plenty of applications in 3D games.

30

Hey, everybody! We've completed 10 episodes of the series on modeling 3D scenes using raymarching technology, so it's probably time to try something a bit simpler again. The shader you're looking at right now looks quite nice and usable, and it's not too complicated to program. Let's dive in.

23

Hi everybody. I think there's one more topic I haven't touched on yet, which also belongs in our series on raymarching technology. It's about creating arbitrary shapes using planes with various positions and rotations. So let's take a look at how we can compute the rendering of the so-called Platonic solids.

13

Hi everybody. It's still summer 2025, and to take a short break from further improvements to our raymarching shader, this time we'll create something really simple. We'll use the Voronoi algorithm, which we know from several previous tutorials, but we'll map it onto a sphere, so we’ll end up with something like a slightly strange planet or a dead star.

19

Hi everyone! It looks like we’ll be spending a lot of summer with the raymarching series because I’m back with a new episode — the number nine already. This time, I’d like to take a look at calculating and rendering light reflections, which can be useful if we want to use reflective materials.

14

Hi everybody. It's vacation season, so this week I'll fill the schedule with something simpler. I'll add a short video to our raymarching series about other basic 3D shapes and ways to modify them. Let’s do it.

24

Hello everybody! The effect I’ll be creating in this video originated as a combination of the algorithm used for rendering a 3D tunnel and several applications of so-called fractal Brownian motion, which I explored while working on some of my fractal shaders. And since I most likely didn’t explain anything clearly with that introduction, we’ll go through everything step by step.

14

Hi everyone! As I mentioned in the previous video, it’s currently July 2025, and during this holiday period, I don’t have as much time for complex tutorials, so instead, I’ll go with slightly simpler topics. Today’s video will be dedicated to polar coordinates, and in the end, it might even result in a pretty useful effect.

16

Hi everybody. We can take a look at the next episode — the seventh one already — of our series about raymarching technology, which we use for modeling 3D scenes in 2D shaders. This time, we’ll focus on a simple algorithm that allows us to repeat the display of an object infinitely, without the need to write any complex code.

27

Hi everyone! This time, we’ll take a short break from shaders and look at an equally interesting technology — particle systems in Godot 4. It's not the first time I’ve showcased something like this — for example, the fire and smoke we had here quite recently. In this tutorial, we’ll create a quite useful effect: a trail behind a moving 3D object, with the trail based on the same shape as the object itself.

15

Hi everybody! Do you remember the tilted square grid shader we created here some time ago? If you liked it and would like to try something similar but more irregular, you might be interested in this tutorial, where we’ll create an effect similar to a stone mosaic — which can be a very interesting feature in many games.

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FencerDevLog

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