These two components, arms and shadow, sit in their own Subviewport - The upper one with a pixel-perfect outline shader.
2/3
These two components, arms and shadow, sit in their own Subviewport - The upper one with a pixel-perfect outline shader.
2/3
I did have to add another subviewport to the mix but it ended up being pretty flexible!
I did have to add another subviewport to the mix but it ended up being pretty flexible!
So I crammed the world into one, and made this really trippy effect by overlaying them. Probably shouldn't use it in the final game. Looks really cool, though.
So I crammed the world into one, and made this really trippy effect by overlaying them. Probably shouldn't use it in the final game. Looks really cool, though.
#indiegamedev #godot
#indiegamedev #godot
- draw opaque BG objects to a subviewport, with MSAA enabled
- draw dynamic & transparent objects to the main viewport, with copy of BG objects that draws to stencil buffer
- use stencil buffer as mask to composite results
- draw opaque BG objects to a subviewport, with MSAA enabled
- draw dynamic & transparent objects to the main viewport, with copy of BG objects that draws to stencil buffer
- use stencil buffer as mask to composite results
I don't want it to zoom in my game subviewport too, but I'm thinking I can probably offset that by dividing the camera zoom by the content view scale or something.
I don't want it to zoom in my game subviewport too, but I'm thinking I can probably offset that by dividing the camera zoom by the content view scale or something.
Would be cool if could change those for each subviewport.
Would be cool if could change those for each subviewport.
It was honestly easier than raycasting haha
It was honestly easier than raycasting haha
I followed an old random tutorial on using subviewport textures to create maps to use in shaders (ex Fog Of War.) It called get_image() to make an ImageTexture for the shader. But you can just pass the texture to the shader by reference!
I followed an old random tutorial on using subviewport textures to create maps to use in shaders (ex Fog Of War.) It called get_image() to make an ImageTexture for the shader. But you can just pass the texture to the shader by reference!
You can also use a subviewport to render and animate 3D models inside of, and display what it sees using the subviewport container.
Whichever way you prefer the most, Godot is your oyster.
You can also use a subviewport to render and animate 3D models inside of, and display what it sees using the subviewport container.
Whichever way you prefer the most, Godot is your oyster.
Bueno pues si lo haces, en el editor (que no in-game), todo lo 2D se vuelve invisible.
Bueno pues si lo haces, en el editor (que no in-game), todo lo 2D se vuelve invisible.
If that doesn't work you can run the game in a subviewport + container and manually make sure that viewport is scaled only by integers.
Best of luck, the graphics look really cozy!
If that doesn't work you can run the game in a subviewport + container and manually make sure that viewport is scaled only by integers.
Best of luck, the graphics look really cozy!
#godotengine #gamedev #indiegame
#godotengine #gamedev #indiegame