FencerDevLog

joined 2 years ago
[–] FencerDevLog@programming.dev 1 points 11 hours ago

Yeah, I don't say it's the best possible simulation. It could be a lot better. The point was to demonstrate the usage of the light() function, mostly.

1.2.7 (2026-09-29): Added diamond_fire (scene and shader). Added screen_shake (scene and shader).

 

Hello, everyone! Let’s again create a spatial shader for a 3D object. This tutorial is special because for the first time I will touch on a function that I have completely ignored so far. It is the function called light, and I will show how we can work with it.

 

Hi everyone! I think after several relatively long videos, it would be nice to do something simpler for a change. We’re going to program an effect that simulates looking at an image through square-shaped curved glass.

 

Hi everyone! Maybe you remember the first tutorial I published this year, which demonstrated a simple algorithm for distorting an image divided into tiles. This time, we'll take that idea a step further and create a simulation of a wall made of differently distorted glass bricks.

[–] FencerDevLog@programming.dev 1 points 2 weeks ago

1.2.6 (2026-09-11): Added glass_wall (scene and shader). Added square_glass (scene and shader).

 

Hello, everyone! It seems that the cave tunnel shader I created here recently was quite successful, which pleased me enough that I decided to add another effect based on a similar principle. So, let's take a look at how we can program it.

[–] FencerDevLog@programming.dev 1 points 4 weeks ago

1.2.5 (2026-09-02): Added spiral_galaxy (scene and shader). Added refraction_tunnel (scene and shader).

 

Hello, everyone! We previously looked at a shader that generated spiral-shaped objects, but back then it was just an elementary implementation. This time, let’s try something more practical, namely a distant view of a spiral galaxy.

 

Hello, everyone! Let's expand our collection of tunnel effects with another shader. We've had several fascinating examples here, most of which looked very regular and demonstrated a smooth flight through some kind of corridor. This time, we'll try something more irregular that could resemble flying into some unknown cave.

 

Hello, everyone! I’ve created a shader here before that simulated a simple animated star. This time, we’ll take that creation to the next level and create a much more interesting type of star using a somewhat more complex approach.

[–] FencerDevLog@programming.dev 1 points 1 month ago

1.2.4 (2026-08-15): Added animated_star (scene and shader). Added cave_tunnel (scene and shader).

 

Hello, everyone! Let's create an effect that resembles boiling lava viewed from above, which can be useful for various top-down games. It's also a great demonstration of using four-dimensional noise and slicing it into three-dimensional layers, resulting in the characteristic flowing lava animation.

 

Hello, everyone! For the third time, we'll be working with a shader based on a line graph with many vertices. This time, we'll program an effect that loosely resembles a seismograph or another instrument with a similar display. It's a fairly simple algorithm and, as usual, comes with plenty of parameters to customize its appearance.

[–] FencerDevLog@programming.dev 2 points 2 months ago

For example, because Line2D runs on the CPU, while a shader runs on the GPU (much faster). But of course, many effects can be achieved in different ways. I just happen to prefer shaders.

 

Hello, everyone! In the previous video, we created a simulation of an electrical discharge using a line with multiple segments. This time, we'll stick with a similar concept, although we'll approach it a bit differently. We'll create something like an ECG monitor that displays the characteristic heartbeat waveform.

[–] FencerDevLog@programming.dev 1 points 2 months ago

1.2.3 (2026-07-23): Added seismograph (scene and shader). Added lava (scene and shader).

 

Hi everyone! Let's create another 2D effect that we can use in a game as an obstacle or an energy weapon. We'll program an animated jagged line that resembles a lightning bolt or an electrical discharge.

 

Hello, everyone! Let’s again create a spatial shader for a 3D object. This time we'll create a simple flag, make it wave gently in the wind, and demonstrate how we can dynamically control this effect in the vertex function.

[–] FencerDevLog@programming.dev 1 points 2 months ago

1.2.1 (2026-07-08): Added one_line_warp (scene and shader). Added flag (scene and shader).

[–] FencerDevLog@programming.dev 0 points 3 months ago

1.2 (2026-06-19): Updated to Godot 4.7. Added sponge_wipe (scene and shader). Added stormy_nebula (scene and shader).

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