FencerDevLog

joined 2 years 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.

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 3 weeks ago

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

 

Hi everyone! Let's make something simple, because it's the beginning of July, and I'd rather relax than program overly complex shaders. We'll create a simple image warp effect that fits into a single line of code. So let’s go ahead and program that one line.

 

Hello, everyone! In this tutorial, I’d like to return to simple effects that don’t require any image input. This time, we’ll create something like an animated nebula, which can be an interesting visual enhancement for many space games.

 

Hello, everyone! After the previous huge tutorial, where we reached a new record of 25 parameters in a single shader, let’s take a look at something simpler. We’re going to create an effect that belongs to the category of scene transitions and resembles wiping a blackboard with a wet sponge.

[–] FencerDevLog@programming.dev 0 points 1 month ago

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

 

Hello, everyone! This is the second part of the tutorial in which we create a shader for simulating old film projection in Godot 4. You can find a link to the first part in the description of this video. This time, we will complete the entire effect by enhancing it with various scratches, stains, and other types of damage that can appear on film strips.

 

Hello, everyone! We already had a shader that transformed an image into an old photograph, and this time we’ll take that effect to the next level. I’ll show how a similar approach can be used to simulate old film played through a low-quality projector, meaning that various visual imperfections will also change over time.

[–] FencerDevLog@programming.dev 0 points 1 month ago

1.1.9 (2026-06-03): Added menger_tunnel (scene and shader). Added vintage_film (scene and shader).

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

Thanks! And yes, check it out.

[–] FencerDevLog@programming.dev 0 points 2 months ago

Sounds great! Good luck with yout project.

 

Hello, everyone! This time let’s make something a bit simpler, so we can take a break from overly long videos. I will create an infinite tunnel using a so-called Menger sponge, which is a three-dimensional fractal that we'll project onto a two-dimensional plane.

 

Hello, everyone! On this channel, I’ve been creating Godot shaders of all kinds, but there’s one type I’ve ignored until now - so it’s time to fix that. It’s the shader_type particles, and as the name suggests, we’ll apply it to a GPUParticles3D node. So let’s take a look at how we can create a simulation of insects flying around a light in the fog.

 

Hello, everyone! The shader we’re going to create in this video definitely isn’t one of the most useful effects for game development. It’s more of a detour from more complex algorithms and includes several interesting techniques that might come in handy. So let’s take a look at how to program a four-dimensional cube.

[–] FencerDevLog@programming.dev 0 points 2 months ago

1.1.8 (2026-05-12): Added insects - the first shader_type particles (scene and shader).

 

Hi everyone! The effect we’ll be creating in this video is something I had been planning for a long time, and now I’ve finally implemented it. As the title suggests, it will be a simulation of raindrops falling onto a water surface, including the typical expanding ripple circles.

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

1.1.7 (2026-04-29): Added raindrops (scene and shader). Added tesseract (scene and shader).

[–] FencerDevLog@programming.dev -1 points 3 months ago

1.1.6 (2026-04-21): Added old_photo (scene and shader). Added radar (scene, shader and script).

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

1.1.5 (2026-04-14): Added waterfall (scene and shader). Added noise_star (scene and shader).

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