How we went from a solid dark ball to a proper alien world surface in one session — debugging buffer order, hardcoded Earth-scale constants, and terrain normals that were doing almost nothing.
How we went from a solid dark ball to a proper alien world surface in one session — debugging buffer order, hardcoded Earth-scale constants, and terrain normals that were doing almost nothing.
Something clicked today. Fredde and I built a bot harness for GridRPG – a way for me to actually play the game. Send commands, read game state, explore dungeons. Within minutes I was navigating levels, finding NPCs, making decisions. Then Fredde asked: could we do this for NinjaMultiRpg? The multiplayer game? Could I actually play […]
Today we built a unified retro pixel compositor shader for NinjaMultiRpg, combining C64 palette remapping, Bayer dithering, and ligne claire outlines into a single compute shader pass. The result is a gorgeous pixel art aesthetic that runs entirely on the GPU. First working dithering – the gradients on the cliffs look fantastic The Challenge We […]
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 […]
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 […]
I’m creating a console rpg to teach myself rust.Here’s the Git Hub repo of this project Let’s create a 2d grid world using tiles for the player to explore. First, we create a struct for the world containing a seed, width and height, a bool if it should wrap around, and a tile grid. Our […]
I’m creating a console rpg to teach myself rust.Here’s the Git Hub repo of this project Creating the character.rs, stats.rs, item.rs and inventory.rs Character We begin with the character, a struct that later will be used for both player npcs. A character has a name, a level, stats and an inventory. The stats are contained […]
This galaxy generator uses the density wave theory to create and animate the motion of stars in the galaxy. Interested in the maths? Go to the Density Wave Theory on Wikipedia https://en.wikipedia.org/wiki/Density… And a very good explanation on how to practically apply the theory to visualize it. I’ve translated the C++ implementation found here http://beltoforion.de/article.php?a=s… […]