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A slice shader for Godot
(Free, CC0)

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Literally me after few hours of prototyping...

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By the way, in Godot 4.6 the transparency no longer breaks reflections behind it even if the Screen texture is used and modified.

So, no more issues with screen effects if they are used as a 3D filter. Which is a huge upgrade that fixes a lot of possible screen effects. I have a few more stupid ideas!

PS. The scene I've tried it on was to check how pointlessly unoptimized can it be and still work. With like hundreds of objects which are not instanced scenes, but just a bunch of nodes placed in a grid. It works oddly fast though...

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Something odd just occurred in the commercial branch of Godot: W4 Games is shutting down their build tools for average commercial customers and sending it to open source.

Enterprise customers will become the only paid category. Which is good, but also odd. It seems like the free trial part of the tier was way too expensive for them to run.

PS. It's not related to open-source and non-profit branches, aka Godot Foundation. W4 provides services for big partners, including console porting.

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GameDev Pulse
By the way, in Godot 4.6 the transparency no longer breaks reflections behind it even if the Screen texture is used and modified. So, no more issues with screen effects if they are used as a 3D filter. Which is a huge upgrade that fixes a lot of possible…
And if you missed the fun, in our chat we were discussing the glass shader today and how glass almost always requires raytracing. A quick recap:

- Not always, you can make ok-ish glass that will work for most cases and will run much faster

- It will not work well as a nested set of similar effects in Godot, since only one glass will have full access to screen image. It will require tweaks in UE and Unity, and only in UE5.2+ it will be kinda OK, not 5.1 and before.

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The best-selling game, made with Godot Engine, apparently: Buckshot Roulette sold 8 million copies!

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What a story to tell: the kid vibe coded an insanely big Godot protect in several months. He never used version control and eventually was suggested to use Terrain3D.

He got it the wrong way and not the version for his Godot. So his whole project got broken. Yet again: 11 months, no version control.

Now he acts even crazier on Reddit, arguing with people and holy fuck, he USES AI TO REPLY TO PEOPLE ABOUT THE ISSUE AI LED HIM TO.

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A nice lens flare effect for Godot (will be available later, here). The guy updated the old plugin to be a compositor effect.

Old version for Godot 3: https://github.com/SIsilicon/Godot-Lens-Flare-Plugin

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The fella made a game with Godot and AI, published it on Steam, met a girl, she told him AI is bad, he agreed and will remove the game from Steam.

This year is fire! 😎

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And Godot 4.6 is not gonna be the one: the issue with UI rendering the whole window instead of a tab or menu list occurs again.

Only in DX12 mode which is as of now the default one in 4.6, instead of the Vulkan backend. And it happens rarely, but getting cached inside the project and can remain after I re-open it.

https://github.com/godotengine/godot/issues/95619

PS. The post is sarcastic, the bug is freaking damn rare. Can also be related to NVIDIA, for example. I can't replicate on a small project.

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