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frankiezafe
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frankiezafe
How to create and load savegames
Creation of files with encryption in godot.
https://godottutorials.blogspot.com/2015/06/how-to-create-savegames.html
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frankiezafe
“The currently dominant 3D graphics and simulation paradigm, based on triangle/polygon meshes, is fundamentally flawed. Meshes only model surfaces – a hollow and thus very incomplete approximation of reality. Mesh content creation is complex and technically demanding; costly with high barriers of entry. Many layers of “hacks” (e.g. UVs) make editing and distributing mesh assets prohibitively cumbersome.”
The atomontage engine is shifting the paradigm of 3D from surfaces to volumes. A super interesting point of view. I will start a research on libre project have the same approach!
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frankiezafe
Custom export python script for blender and custom import javascript for threejs to enable morphing of vertex normal in morph targets. It might seems a bit technical, but without this, the object loaded in threejs doesn’t react to light correctly: without this export, if faces change direction after deformation, the lack of normal morphing implies that the illumination of faces is not correct. Try without, it will be clear 🙂
Test it here:
Or check this video:
Anyway, the script is here: faces https://github.com/frankiezafe/Blender-scripts/blob/master/custom_threejs_keyshapes_export.py, with some javascript in comment to load it.
Enjoy!
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frankiezafe
First “official” screenshots of Sisyphus, a web experiment in collaboration with Simone Niquille.
It is available in itch.io also: https://frankiezafe.itch.io/sisyphus, and I will try to post development logs there instead of here. To follow them, just check the bottom of the itch.io page.
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frankiezafe
Little week-end challenge: reproducing the “fish” shader demonstrated by Matt Nava in his talk at GDC last year.
The shader Giant Squid Studio developed (at 3:50):
After a few hours (not many), shader in godot:
The source code is available on github: https://github.com/frankiezafe/Fish-shader
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frankiezafe
Release month continues with FlatMapper, a videomapping sketch running in processing.
Source code is here: https://github.com/frankiezafe/FlatMapper
And here is a demo video of the applicationt:
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frankiezafe
Hey! The first polymorph production is available on itch.io!
The page of the game.
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frankiezafe
A lot of work has been done on the OSC addon for godot this week: 2 new classes for reception and emission fully integrated in the engine (with icon and UI configuration) and an OSCmessage class available in gdscript to read the received message.
The repositiories are here:
- https://github.com/djiamnot/gdosc, official one
- https://github.com/frankiezafe/gdosc, a fork of gdosc where i develop
- https://github.com/frankiezafe/gdosc-demo, a demo project showing the functionlities of the new classes
Next move is to create a GDNative extension, to enable distribution of the addon.
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frankiezafe
Starting godot development with a little help to Michal Seta on his OSC addon.
First impressions are fantastic! Godot’s architecture is prepared with indie programmer in mind: the engine is obviously open source, it is really easy to interact with the core classes of the engine, receive notifications of the main events, and childish to compile!
A really nice piece of framework!












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