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Hi everyone! Do you remember the video about detecting edges using the Sobel operator, which we enhanced by using Gaussian blur? One of the drawbacks of Gaussian blur is that it's somewhat computationally intensive, which can pose some performance issues for our game if we want to apply such an effect in real-time. In this video, I will demonstrate a much faster way to blur our sprite or the entire screen.

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[-] NocturnalMorning@lemmy.world 4 points 6 months ago* (last edited 6 months ago)

This is one of the things I like about Unreal. I can make glass easily in unreal without going into all this technical detail. I can choose to do this kind of extra work in Unreal if I want to go the extra mile, but it's not required.

Godot needs stuff like this to be built-in by default. Glass is a super common thing that devs need to make, and having to do this wastes developer time they could be spending on more important things.

[-] FencerDevLog@programming.dev 1 points 6 months ago

Well, Godot is a lightweight engine, so it doesn't have almost anything extra built-in. Which is advantageous because the engine itself then takes up negligible space on disk and the editor starts up within seconds, which can't be said for Unreal. But everyone prefers something different, of course. I mainly wanted to show that implementing your own blur effect can be simpler than it might seem at first glance.

[-] NocturnalMorning@lemmy.world 2 points 6 months ago

I don't prefer something other than Godot. I've used a number of engines now, and I use what I do bcz I have to spend an inordinate amount of extra time doing stuff in Godot that are just blocks in other engines. It's not a good use of my time as an Indie dev. I really enjoyed Godot when I first started making games, but once I got serious about making a commercial game I realized it just didn't have the features I needed. I learned about the missing features from the engine devs themselves when they wrote a post specifically discussing the missing features for AAA games. (Not that I'm trying to make a AAA game). My game is just big enough that level streaming is important for performance.

[-] fleeky@prsm.space 1 points 6 months ago

@NocturnalMorning @FencerDevLog you really have three options here :

a) switch engines *highly recommended*

b) be the change you want in the world , submit patches and try to make godot better

c) continue to be upset and just complain a lot *definitely most fun option*

[-] NocturnalMorning@lemmy.world 2 points 6 months ago

Easier said than done. You have to be an engine dev to submit changes, which is a whole other ball game. I spent a week trying to figure out an engine bug with the collisions once, and I couldn't make heads or tails of the issue. If I started learning the engine code and submitting PR's, I wouldn't have any time to actually make games (which is what I want to do)

[-] fleeky@prsm.space 0 points 6 months ago

@NocturnalMorning side note , do you have a link to your game you are working on? besides all this bickering i would love to see what you are working on..

[-] NocturnalMorning@lemmy.world 2 points 6 months ago

Sure, I have a bunch of videos on my YouTube channel of the game. Still pretty early stages, working on a boss fight right now that I haven't recorded any of yet.

https://m.youtube.com/watch?v=ZTLKJUyqkMA

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this post was submitted on 06 May 2024
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