# godot

## Circular inversion

After watching the demonstration of Zvezdelina Stankova on how to prove the Ptolemy’s theorem by using inversion of the plane, I could not resist the urge to implement this projection in a shader and play with. About the implementation The implementation of this projection in a shader was much more easy than excepted. The math

## Volumetric fog in godot v4

During the godot club #5 we have tried some demos of the new features available in godot 4, the mighty vulkan version. Volumetric fog and SDFGI (Signed Distance Field Global Illumination, read more about this here) are turning a standard 3d scene into a dramatic panorama! Done with Reflection for Godot 4.0 and a custom

## Green logic for a case & Radio for the daydreamers

Design & animation test with softskin, a shiv integer model by Julien Deswaef & Matthew Plummer-Fernandez and a track by Clément Parmentier

## Softskinned & articulated platypus

After several hours of adjustments in blender, platypus has now more control points. As shown in the image above, mesh is controlled by invisible edges, acting as rubber bands. Playing a bit longer with group shrink and control points, and the model is really changing shape Model used is the Platypus from William Reynish under

## Softskinned platypus

After nearly 9 month of inactivity, the development of softskin is back on tracks. Softskin is a module inspired by tensegrity for godot engine (what else?). Demo video:

## Isabelle Arvers’s first godot machinima

So proud to present the first machinima made by the french artist Isabelle Arvers with GodotEngine! What I super enjoyed with Godot is that in less than 4 hours and the help of François, I was able to create an abstract sea with the colors of the sun and the sky, as well as the

## UI for rotation editing #2

First prototype of a widget to edit 3d rotation via a 2d plane. The 3 buttons below the gradient allows plane selection ( XY, YZ or ZX ).The black area in the Y axis is a constrain ( between 90° and 270° ). Still a lot of stuff to be done, like the processing of

## Futari walls, attractors, winds & vortex demo

At last, a visually decent demo of all the modifiers included in the addon futari for Godot. And, obviously, it would not be fun without a video!

## Godot wireframe primitives

A set of meshes and scripts to add wireframe primitives to a godot project. https://gitlab.com/frankiezafe/godot-wireframe

## Video Game for Art

During this two-days workshop, you will discover the potential of the Godot libre video games engine. Through a series of small demos, you will get familiar with the various aspects of real-time 3D projects: importing objects; creating materials; managing lighting and cameras; and introducing interactivity with scripting! This workshop will focus on using these tools

## The OSC GDnative module for godot is on…

The OSC GDnative module for godot is on its way in gitlab. In the meanwhile, we have compiled a standalone version of Godot 3.0 including the gdosc library. The executable is available here: DOWNLOAD GODOT + GDSOC

## Soft skin

Currently working on a library of skinning called SofSkin. It’s purpose is to make skinning in a different way: less rubberish and more mesh/geometry-oriented. The idea is to use edges of the mesh as springs that tries to recover their initial length by pulling/pushing on the vertices. The lexical field is focused on anatomy, to

## How to create and load savegames

Creation of files with encryption in godot. https://godottutorials.blogspot.com/2015/06/how-to-create-savegames.html

## Little week end challenge reproducing the fish…

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

## Hey The first polymorph production is available on…

Hey! The first polymorph production is available on itch.io! The page of the game.