Gamehooe

Gamehooe

@gamehooe.bsky.social

Solo game developer making games in #GodotEngine, just for fun. Ex Bullfrog, Lionhead, EA, Microsoft game engine developer. #godot #indiedev #gamedev

110 followers94 following88 posts

I've been testing out the engines on my new dropship! I have full control over engine intensity, and other factors too. I'm really happy with the way the dropship is turning out. Wings turn for hover flight, plus working landing gear. Looks bad-ass as well 😂 #godot #indiedev #gamedev

Since everyone using Godot is showing off water effects at the moment, I thought I'd share my water shader too. Colour is determined by depth, allowing you to see rock formations below the surface. I add some noise based foam on the surface and ripples in the shallows. #godot #indiedev #gamedev

Optimised everything! My Godot terrain system is now running pretty hot. 250+ FPS for this. Trees, rocks and the new small plants and grass all lean on the same system. Terrain and water rendering have improved. Also added sky. See below for details... #gamedev #Godot #IndieDev

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There would be over 60 million trees over the area of the world if I had to store their position and orientation manually, which would use up so much ram. Thankfully everything is generated on the fly, so I don't need to store anything.

The rocky cliffs and outcrops are placed using the same system, giving the world a lot of interest. The small plants, flowers and grasses are also placed using this system, on a smaller tighter grid. They also fade away as they get far away, so they don't have to exist all the way to the horizon.

Optimised everything! My Godot terrain system is now running pretty hot. 250+ FPS for this. Trees, rocks and the new small plants and grass all lean on the same system. Terrain and water rendering have improved. Also added sky. See below for details... #gamedev #Godot #IndieDev

The terrain uses a geo-morphing clip map that seamlessly blends between lower resolution grids as you get further from the camera. The geo-morphing happens in the shader, speeding up generation of the clip map too.

I am super pleased with the system for placing items all over the terrain. It places the items at run time as you approach an area, but uses a deterministic system to ensure that every tree in the world will always appear in the same place every time.

Grass and other small plants are starting to appear. They auto snap to the ground and fade into the distance so there is no popping into existence. The fade is fairly gradual, so you don't notice. Quite pleased with the effect so far. What do you think?

Been improving the way small plants, like grass etc are placed on the terrain. It now auto positions itself onto the terrain surface. This is going to make placing big clumps of small plants so much easier, as the shader will just sorts it all out. #gamedev #Godot #IndieDev

Here a little insight into the geo-morphing clipmap I use as part of the terrain system. Instead of the normal stitching as the clipmap drops to lower resolutions, this system supports a smooth and continuous transitions between resolutions. #gamedev #Godot #IndieDev

Been working hard on my terrain and plant system. It supports terrains of around 8-10km along each side, multiple biomes and fully procedurally generated on the fly. The ship is just a placeholder for now. Looking forward to some of the Godot 4.8 features too. #gamedev #Godot #IndieDev

I've got fed up with trees looking kind of broken, so I'ev written a script to generate random clumps of leaves. Maybe the rest of the tree will follow along soon. #gamedev #Godot #IndieDev

This is going to great. I’ve always looked at the asset stores of other engine with envious eyes. No longer. I shall ensure all my plugins are added there and might even release some models.

Godot Engine@godotengine.org

We've been working on replacing the Asset Library with something built for the present and future. Here's what's coming. #godotengine godotengine.org/article/intr...

I've been really busy for the last few weeks, but finally making some solid progress on my Godot terrain system. The foliage system has come a long way since my last update. It supports arbitary numbers of trees per biome, with variations on every instance. #gamedev #Godot #IndieDev

The draw distance has also been greatly improved. You can now see 6km into the distance. Trees blend in so you don't notice them too. Up close, trees blow in the wind. Really going to have to start building some actual game in this soon 😂

Been busy working on the terrain system and plants system for the last few weeks. Landscape is starting to look really nice. I'll show the plants and trees in more detail soon, but I now have a system that automatically places millions of trees in real time. #gamedev #Godot #IndieDev

Recently I released an addon for Godot that merges all selected MeshInstance3D's into a single mesh instance. It's ideal for creating meshes that can be easily used in a MultiMeshInstance3D for example. Search in AssetLib: "mesh merge" or github.com/rikh42/meshm... #godot #indiedev #gamedev

Key features:- - Merge geometry from many meshes into a single mesh - No duplication of surface materials - Optionally auto-smooth the mesh and optimise the vertex data - Preserve colour or UV boundaries when smoothing - Optionally discard all materials, keeping only one.

This is my solution that fades in objects without using alpha blending. Instead it discards some fragments depending on how far away that fragment is. But why... 🧵👇 #godot #godotengine #vfx #gamedev #indiedev

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So, I enabled visibility_range_end and visibility_range_end_margin to fade the models in at the horizon. The models are rendered with alpha in this zone. Because they are in batches, with several materials, some parts of the models overdraw others. Also distracting and annoying.

The final solution looks like this... Models fade in, without using any alpha blending, allowing them to render in the normal pipeline with proper z-buffer support. It only adds a few shader instructions to get it working too. 🥳 #godot #indiedev

This is my solution that fades in objects without using alpha blending. Instead it discards some fragments depending on how far away that fragment is. But why... 🧵👇 #godot #godotengine #vfx #gamedev #indiedev

I'm using MultiMeshInstance3D to render lots of trees. On the horizon, they pop into existence. This is very distracting and spoils the effects...

I've been working on the plants and vegetation system for the last couple of weeks. Here's a quick look at the biome system finally working. Each mesh colour represents a region in a different biome for testing. (sorry for the janky flying) #godot #indiedev #gamedev

Most of the pieces are in place now. This will support a lots of unique plants per biome, with a cool system for creating natural looking forests, with larger trees in the middle, thinning out to small trees and shrubs at the edges of the wood. Now all I need is a good selection of artwork...

A quick update on my Godot terrain system. Here's a short clip of the collisions working... Building a collision mesh for the entire 32km x 32km world isn't practical. Therefore, any entity in the game can request that a collision mesh be built around it. #gamedev #Godot #IndieDev

The result is a small patch of collidable terrain only in the space immediately surrounding the entity. A pool of these small collision tiles is kept active in a cache. When no entity has needed a tile for a while, it is reused somewhere else. Really pleased with how well it works.

Work in progress on my new terrain system for a game I'm developing with Godot. Supports a 32km x 32km world with 1m precision, requiring only a few MB of storage. 4 different biomes, each with multiple materials, all computed on the GPU. #godot #godotengine

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