Hi Everyone,
I am a toddler as Godotista. When searching more optimised and performant results for a multi hundred nodes project, first tried GdQuest, then came across C++ native code support and shader infrastructure combined projects.
I believe Godot is a perfect and easy interface, prototyper along GdScript and starting environment but should be combined with those support eventually.
I have been concentrated to increase my C++ knowledge and to build shader infrastructure from scratch for 5 weeks.
During this period, first fruit , maybe it is simple, appeared as my self teaching tutorial. I have converted a shadertoy file into a Godot Project as shown below. Another one for Book of Shaders is in process.
Project Link: https://github.com/Volkovina/GLES-2.0-2D-Fragment-Shader-Tutorial-Series-in-Godot-Beginner-to-Advanced
All the details are in Readme file in the Link.
Godot Version: 3.4.4 Standard
Shader: GLES 2.0
Platform: Windows 10
Hope it will be beneficial for every one.
Note: Actually, recent month story started and goes on with the headlines below. still same.
- final target: multi hundred moving objects representing flowing water in 2D
- interim target: concave polygons
- interim target: alpha shapes
- interim target: post processing of the texture viewport which includes moving objects
- interim target: anti-aliasing in post processing shader
- interim target: vertex shader support to increase fragment shader performance
- interim target: search a full vertex shader tutorial in GLSL 2.0 and interaction examples between frag-vertex
- ...... goes on 🙂