Freddie Turbina

@darias
111 Followers
107 Following
516 Posts
GitHubgithub.com/dariasteam
I know I know, I messed up most of the lyrics but... the tone seems right :D
Inching towards having something quite playable as well as the dreaded #pico8 token limit. Time to start making levels instead of features... 😅
#pico8 #gamedev #screenshotsaturday
@troido I changed the permissions and I think you should be able to download it now without an account
@troido Damn! I thought i made the link downloadable for anyone :(. Let me be in the oc again and i will share you this by another method. Yeah, regular alpha forces a sorted render pass for every node that uses it while alpha scissor just discards fragments and its done in the regular pass.
@troido Hello again! I made a quick and dirty extraction of the shader from my game, so expect some garbage there haha https://drive.google.com/file/d/1Jiuw0LW9Y7j80dry_FLvZ1Ji7y0h1nBY/view?usp=sharing
@troido And also learn from it, modify it... you know, foss goodies
@troido Random location is generated in the godot editor itself, its a special menu for multimesh instance to fill another mesh. I think the particle approach should be better, but i need to investigate further. Multimeshinstance paints all blades in each tile with a single drawcall so its not so horrible performance wise. Also there's the primitive lod system and I discard some fragments depending of distance. Do you want me to send you a minimal project so you can test it by yourself?
@troido The floor is divided in tiles of 25*25m. The blades are a multimeshinstance of triangles randomly generated to fill each area. When the grass is far away a low density multimeshinstance is shown and the high density hidden. Eventually if the tile is too away no multimesh instance is shown at all for that tile
@realkotob Yeah! The idea is to eventually add some distortion when the scarab is static so it looks like that