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
Game logic on its way: tube is closing correctly, only when top and bottom are aligned. No time to make a video today, so i post a serie of 3 pictures showing the connection animation, programmatically validated. For those who like schema, here is , in a very abstract form, the relations between objects.
Time to dig into the hardware skinning, and shadow casting… Sides of the elevated cube are not black, texture wise, but the engine didn’t received any information about the need for an update. Therefore, using a shader for the shadow is mandatory.
Too much complexity. On the way home yesterday, i sketched the required modification to make to the joint generation algorithm to generate normales. And, sadly, i came to a point where the hours of works and analysis involved were too high, taking into account that this technique requires a shader to animate the model (another …