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You know, so I don't spend more countless hours on the other six of those I need to create if people don't find them useful 😛
Ever wanted to learn how to implement grid-based fluid simulation? 🔥 I've got you covered! A step-by-step guide 🧑‍🏫 with robust explanations available on my blog: myzopotamia.dev/navier-stoke... Example is in Godot but the concept is easy to translate #gamedev #indiedev #godot
1mo
20d
Hexagons might be Bestagons but they sure damn straight are difficult to get straight in pixels! #gamedev #indiegames
2mo
Lord have mercy, I've just spent 2 hours in Excalidraw creating this for the fluid simulation post. I know you guys don't have the context yet (that will come with the post), but can you tell me if such an infographic is digestible and informative at least? #gamedev #indiedev #godot
Why did no one tell me math can be fun #gamedev #indiedev #godot
Trying to wrap my head around Godot's Tilemap Layers, Terrain Sets, Terrains, how autotiling works and how to create proper tilesets; and all of that in context of a procedurally generated terrain (from perlin noise). It's difficult, but progress is steady! #gamedev #indiedev #godot
Chillóweczka majóweczka, koty sztuk dwa i żony sztuk półtora 😎
1mo
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I'm new to #gamedev and still learning stuff. Today I wanted figure out how to create editor addons in Godot, so I created this basic noise terrain generator. It's pixelated because my game is tile-based, so it gives me a more realistic view of what the terrain in game will look like. #indiegames
I really wanted to learn how simulating fluids with Navier–Stokes equations works so I created this small project over the weekend in Godot, trying to really understand the maths behind it. Should I write a blog post explaining this step-by-step in layman's terms? #gamedev #indiedev #godot
Working hard on the Godot Fluid Simulation blog post! It's much harder to make a proper write-up than I thought lol. Here's a sort of "flare" effect I achieved while fiddling with the parameters #gamedev #indiedev #godot
Video
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