Categories
Godot

GPU Planets

I think I’ve found my happy place. GPU compute shaders. I started by porting my Cratered planet generator from Unity/C# to Godot/GDScript. It “worked,” but chunk management and collision mesh generation were huge bottlenecks. Then I stumbled on this video by Aria. BOOM! Mind blown: if the GPU can raymarch everything, why am I still […]

Categories
Godot News

Retro Post Process in Godot 4.4.1

I’m playing with a Commodore 64 post process shading in Godot 4.4.1. Here’s a breakdown of how it works. The shader can be found below. There are two steps: I first render the scene normally in a subviewport at 320×200 pixels. In my UI layer I have a ColorRect with this canvas shader added. Shader […]