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He/ him.
Game developer, musician and software engineer from Germany.
Currently working on Sunken Shadows, a 32bit FPS roguelike set in a ruined underwater city.
Focusing on Godot and UE5 development.
Interested in procedural generation, shaders, VFX & sandbox games.
I use Arch Linux and NeoVim btw.

       

Websitehttps://gruner.tech
Games & jam prototypeshttps://alghost.itch.io
GitHubhttps://github.com/lemilonkh
Other socials, musichttps://linktr.ee/alghost
My best strange bug was animations glitching out on a Wii title which was in dev pre launch. Animations glitches appeared seemingly randomly though only repo with multiple local players. No solid repo until someone noticed it was related to multiple controllers active and amount of audio played

Godot Curve Spawner - Lock Rotation and Spiral Modifier 🔒🌀

You can now add an optional SpiralModifier to the CurveSpawner via the inspector UI and it will curl the spawned objects along the curve.

You can enable the Lock Rotation option to not have the objects follow the curve in rotation, and there is a "only Y rotation" option in case you want the objects to only align with the curve direction in that axis.

#Godot #GodotEngine #GameDev #OpenSource #IndieDev

Alghost :godot: (@[email protected])

Attached: 1 image I finally got around to publishing my next open source #Godot addon - Godot Curve Spawner. A procedural spawning system that takes a Curve3D node as input and spawns 3D models or scenes alongside it in regular intervals. It can also calculate this interval based on BPM and velocity. Get it here: https://github.com/lemilonkh/godot-curve-spawner And give it a 🌟 while you're at it ✨ It currently requires Godot 4.5 (because of some of the new features like `@abstract` that I'm using). #GameDev #OpenSource #ProcGen

Gamedev Mastodon

Godot Curve Spawner - Index Patterns 🔤🔗

I implemented patterns that are created as alphabetical strings: AABB is treated as 0011 (repeating sequence). You can also optionally use the random seed to shuffle the objects in the list, so it's not always just the first and second element with each seed.

Godot Curve Spawner - Auto Bake 🥐🔥

When the "Use Auto Bake" property of the CurveSpawner node is enabled, you can adjust the curve in the editor and see the results in real time. I think it kind of looks mesmerizing, so I animated one of the curve's control points 🪙

Get it here 👉 https://github.com/lemilonkh/godot-curve-spawner
And leave a 🌟 if you like it, I'd appreciate it 😄

What features that would set this apart as a level design tool would you like to see explored next?

#Godot #GameDev #GodotEngine #Godot4

Between Dreams being dropped, Modeller seemingly pause and other players in the space dropping the ball with GPU getting faster and AI pushing non polygonal methods forward. I feel like there is a real gap for a single purpose VR Art Modelling tool built on modelling principles but I will be damned if I try a 3rd time.

Add to scene mode 💾

If the "add to scene" checkbox is toggled in the CurveSpawner node inspector, the spawned nodes will have their owners assigned to the current scene so they appear in the scene tree and are saved with the scene. They can also be copied out or moved around manually this way (but they are reset when pressing the bake button again).

WiggleModifier 🐛

Applies a cosine transform along a spacial axis based on the coordinate of another. I think I might rework it to take the curve offset as an input instead to make it work better for very windy curves like this.

I managed to make the position sampling along the curve actually uniform steps instead of curvature dependent 🎉

I now use Curve3D.sample_baked_with_rotation() instead of just accessing the baked points and up vectors directly.

This also means the rotations are easier to apply correctly now as the output is just a Transform3D, which can be written to the spawned scene's global_transform property (or split into position/ rotation components if necessary).

It features a procedural spawn modifier system, where different effects can be stacked on top of each other (e.g. rotation, position based on raycast to the floor, offset via cosine function along an axis etc.).