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Godot Shaders: View and Share Shaders for Godot
- bmurphy1976 6y agoThis is so cool! I wish I had the time to learn more about this stuff but it's such a huge mountain to climb. Alas I'm already way over subscribed with existing side-projects. This looks like it has a potential to be a great resource for the Godot community. Nice work!
- skeeter2020 6y agoI'm in a similar boat, but you really can build a "real" game in Godot in an afternoon. I've done it twice, first via a tutorial and again building my own thing while refering to relevant docs and tutorials as I got stuck along the way (in fairness this was more like a day+) Skip netflix for an evening and see what you can make!
- bmurphy1976 6y ago>Skip netflix for an evening and see what you can make! Hah! Were it that simple. I already have a backlog for my backlog. :D
- bananaoomarang 6y agoIf you are looking to add some Godot I did this youtube series last year and found it very satisfying + helpful in structuring/building my own stuff https://www.youtube.com/watch?v=mAbG8Oi-SvQ&list=PL9FzW-m48fn2SlrW0KoLT4n5egNdX-W9a https://www.youtube.com/watch?v=mAbG8Oi-SvQ&list=PL9FzW-m48f...
- blensor 6y agoDefinitely. I am building a VR game and even trying to get it into the Oculus ecosystem at the moment (even though it's the unlistes App Lab listing and not the official store)
- gabereiser 6y agoI'm posting blind, I haven't visited the site (yet), but can I say that I'm super pleased with more Godot coverage? I am. Godot is so underrated. It needs more content coverage, more tutorials, more guides - like Unity has - because it's awesome, easy, relatively simple and is just pleasant to work with. Godot + Blender + Krita = win people
- lazypenguin 6y agoGodot is a great engine, no doubt about it. I've played around with it extensively in the past. I think it's relative obscurity is due to the fact that it mainly caters to hobbyists and doesn't invest as much into tooling for people actually trying to ship games (especially the 3D workflows). I think in time it will get there because the godot "everything is a scene" workflow is the most pleasurable way I've ever built a game. It's such a powerful and ergonomic workflow that I was extremely productive and actually enjoyed building the game. However for now it doesn't compete with unreal/unity due to death by a thousand papercuts. I also question the decisions to try to compete with them on a graphic fidelity level but it's probably a decent move for the long term. Im hopeful for the future of godot but if I want to ship a 3d game today I would not use godot.
- chairmanwow1 6y agoThe more serious my Godot projects became, the more I became aware of the limitations. Even something as simple as an outline shader for a 3D object can only be implemented in a relatively hacky way. Nonetheless, I love using it. I'm a huge fan of Godot and donate to them every year. The fact the entire engine is a 30mb download is truely amazing. The editor is snappy and is a breath of fresh air in the world of bloated electron apps
- jordo 6y agoThis. Same sentiment here. Although one of the greatest strengths in the engine is the fact that it's open source, and extremely easy to build. Any limitation I've come across I've been able to modify or extend with relative ease.
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- offtop5 6y agoI'll also say I'm loving this, well it did seem a little weird epic games sponsors Godot ( absolutely an attempt to cut in a Unity's market share) , I'm happy they got some funding. The more engines which exist the more you can find what works for you.
- keyle 6y agoEpic wasn't taking a stab at unity. They believe in putting money behind great projects to push the industry forward.
- offtop5 6y agoYou really think they did that out of the Goodwill of their hearts? 100% Godot competes with Unity , it doesn't compete with Unreal ( Unreal doesn't make a real attempt to do ,2d). Unity competes with both.
- mhh__ 6y agoIs Godot still using its own Shader language? When I tried it it was a little annoying to use coming from elsewhere. Tangential - I may just be lucky as I've effectively come the long way round, but I find many if not all of the graphical programming (Like Unreal Materials) systems in this area extremely jarring and an unnecessary context switch away from using my hands to type (and having such joys as version control...). With Unreal Engine specifically it's a little annoying that I see all these features that I want to use in the engine, but I'm funnelled through these blueprint-first APIs to use them - Just document the C++: I don't like C++ but I've spent a lot of time honing my skills in it, let me use them easily.
- boterock 6y agoGodot shading language is GLSL with some syntax sugar. The nice thing about the Godot visual shader editor is that you can start from nodes, and then open the generated code panel, copy it and continue from there in a code shader. I think that although Godot doesn't have as much nodes, I like it over unity's or unreal's editor. It doesn't try to be as smart, so you get separate vertex and fragment stages, and you may find issues like getting local coordinates in vertex stage and normalized device coordinates in the fragment stage, instead of world coordinates (like ue4 does). Which may bite you at first, but it is actually nearer to what happens under the hood.
- TazeTSchnitzel 6y agoDon't most game engines use their own shader language to some extent? I assume they're all GLSL or HLSL but with some extra syntax catered to game engine needs, though.
- remram 6y agoThis is a nice resource but it's starting to get a little crowded with the official asset library (which has a category for shaders) https://godotengine.org/asset-library/asset?category=3 https://godotengine.org/asset-library/asset?category=3, godotmarketplace.com, godotshaders.com, and GDQuest's godot-shaders repo... I wish people would stick to a single location, especially if it is already open-source and community-maintained. This interface is nice but I wish it could have been added to the existing market place instead.
- babaganoosh89 6y agoMy experience using Godot for 2D games ~1.5 years ago was it was mostly enjoyable but there were annoying little bugs in Mac GUI that didn't give me a lot of confidence. The bad part was when it came to 3rd party library integration for mobile, e.g. for ads, tracking, etc. There's not a lot of support in the ecosystem for those, and writing your own wrappers is a big PITA.
- slmjkdbtl 6y agowanted to comment why not shadertoys but realized that's more demoscene instead of game-oriented effects, yeah i think we need this but kinda hope it uses a generic shader format instead of one tied to a specific engine, or provide translated native shader code by godot's shader engine if that's supported
- city41 6y agoIt'd be neat to see the shaders running in the browser using Godot's wasm export. But sadly that limits you to OpenGL ES 2, and most shaders seem to need 3.