I write Unity tutorials and Godot tutorials that focus on programming. I also maintain AnyDice.

Amsterdam
Joined July 2009
The culmination of my upcoming PGPUP #GodotEngine #gamedev tutorial is: a wriggling plane!
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Torus with exclusively animating curl (besides global rotation). For upcoming PGPUP #GodotEngine #gamedev tutorial.
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Small fix in PGPUP part 8: smooth01 now also supports PATTERN_SAMPLE_VALUE_TYPE other that float.
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Coming up next for my Procedural GPU Patterns #GodotEngine #gamedev tutorial series: curling noise, also on a torus.
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Coming up next for my Procedural GPU Patterns #GodotEngine #gamedev tutorial series: curling noise.
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In the last tutorial we made value noise, which works for making flat pancakes. But we want donuts! Therefore we add tiling support to the noise, so we can seamlessly wrap it around a torus. #GodotEngine #gamedev catlikecoding.com/godot/proc…
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Coming up next for my Procedural GPU Patterns #GodotEngine #gamedev tutorial series: seamless value noise on a torus.
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In the last tutorial we created value noise and now we add analytical derivatives to it, to adjust normal vectors to match a displaced surface. #GodotEngine #gamedev catlikecoding.com/godot/proc…
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In Custom SRP 7.2 #unity3d #gamedev tutorial we continue to modernize our shadows code, pulling it out of the lighting pass and splitting it into three passes. catlikecoding.com/unity/cust…
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In the next step of our Procedural GPU Patterns #GodotEngine #gamedev journey we take our hash noise and turn it into value noise. catlikecoding.com/godot/proc…
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Procedural GPU Pattern #GodotEngine #gamedev tutorial 6 adds octave animation to fractals, using temporal lacunarity to scale their animation speed. We also use staggered animation to animate our fractal hash in a more pleasing way. catlikecoding.com/godot/proc…
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My upcoming #GodotEngine tutorial adds animation to our fractal hash.
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Custom SRP 7.1 #unity3d #gamedev tutorial refactors our shadow code. A bit dry, but prepares it for specialized render passes for directional and other shadows. catlikecoding.com/unity/cust…
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In Procedural GPU Patterns #GodotEngine #gamedev tutorial 5 we make our own little shader library and use it to create fractals from both sine waves and hashes. catlikecoding.com/godot/proc…
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Next week we're going to combine our fractal waves code with the hashing code, to end up with fractal hashing.
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