I know by now everyone knows about the cloth sculpt brush feature in Blender 2.92-stable. . . So I decided to test my Shape Layers Panel addon and see if performance has gotten better (to me it has but shape keys are still a bit sluggish on heavy topology meshes, this is not a heavy mesh so it was fun to work with)
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https://www.youtube.com/watch?v=P1pp9KXUZ8E
In this preview video I'll be showcasing various features of my Space Invaders clone made in the Godot game engine.
(keep your eyes open as this playlist will have the full series after I've made some code refinements / project cleanup)
(Github project files repo)
https://github.com/Mainman002/aInvadersC
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https://www.youtube.com/watch?v=f-lVBhRnoOE
Hello everyone!! I wanted to make / release this video much sooner but it's been busy around here. . . Hope this teaches you something new, and gives you some ideas for emissive materials :)
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https://www.youtube.com/watch?v=U51Gmps52ec
Had an idea to try moving enemies from a parent node, and rotate towers from their parent node. Just trying to improve performance by not updating from within every tower / enemy
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https://www.youtube.com/watch?v=0oCJ0v_MIAc
I decided to make a fast video showing 1 method to fuse 3 cylinders together into 1 mesh. I did record a video tutorial with audio explaining each step but scrapped it for a faster video. . . Might make it again in the future though ;)
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https://www.youtube.com/watch?v=g4Wc44j_7us
In this video I'll showcase how to use Blender's Ambient Occlusion material node as a mask for edge wear. (Keep in mind this effect can be heavy on gpu processing so material settings / changes will require material compiling)
This should work with Blender 2.93-lts and newer versions of Blender 3.0
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https://www.youtube.com/watch?v=syqKuPTanGM
In this video I showcase a construction blueprint for an Actor Class to control what Mesh Instance it will use for a selected asset.
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https://www.youtube.com/watch?v=fxaAAMxbJU4
after a bit of trial / error I found out that my modified Inventory menu blueprint's update bug was because ue4 compiles widgets to a name with "_C" at the end so my widgets weren't being accessed properly. . . That being updated at the beginning of the game fixed this problem (hopefully xD)
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https://www.youtube.com/watch?v=4ZsOgNdClHA