godot-utils-and-other

random code that I made/use for godot (by danilw)

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godot-utils-and-other reviews and mentions

Posts with mentions or reviews of godot-utils-and-other. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-06-07.
  • Improved Normal from Depth
    2 projects | /r/godot | 7 Jun 2022
    Every single shader on my repository https://github.com/danilw/godot-utils-and-other has link to external resource where I took code from, if I use external code. Also I use only MIT and/or CC0 shaders there.
    2 projects | /r/godot | 7 Jun 2022
    Screenshot from https://github.com/danilw/godot-utils-and-other Edge_Cavity_example_test project there, there link to web version, read description. (Improved normals in Edge_Cavity_example_test project used only when Edge shader set to Use Norm Depth, and Use Norm Texture unclicked)
  • How do i make a day/night cycle?
    2 projects | /r/godot | 19 Feb 2022
    Check out this repo. "Dynamic Sky and Reflections" and "Portals Panorama" have advanced mechanics for it.
  • Winter is really starting to look like winter :D
    2 projects | /r/godot | 15 Jan 2022
    Hehe yeah. Just yesterday I found a trick in https://github.com/danilw/godot-utils-and-other where I do not need to regenerate secondary environment maps every few frames (radiance/irradiance...) and I think I should be able to interpolate a lot of stuff. This does not solve the issue with the 12ms delay, but it just occurs every ten seconds or so. I hope in 4.0 there are possibilities to calculate all maps in a worker thread on the side and when it is done to simply push it to the environment lighting. I need to see what the possibilities currently are on 4.0.
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