Like arm compatible? Imma have to look into this more dayum
Like arm compatible? Imma have to look into this more dayum
The vertex shader is low enough level that it has no concept of shared vertices (nor really anything above triangles for the GPU), so this will work without individual meshes.
Here’s a quick test project I made using a single cube mesh and the shader code
VERTEX += NORMAL * (sin(TIME)+1.0) *0.1;
I’d reccomend doing it in a vertex shader to not destroy performance by either always having that many meshes loaded or creating a lag spike on death (by having to create as many meshes as vertices). This is because Godot is fairly high level, so all of its inherit classes have some overhead, and when used (abused?) to this degree it becomes noticeable.
You’d have to know some vector math to make it customisable, but for the flame one I’d take each vertex move it down x units each timestep, clamped to the floor’s height
Edit to include an exploding example I made elsewhere in the post
void vertex(){
VERTEX += NORMAL * (sin(TIME)+1.0) *0.1;
}
God damn bitcoin >> SSH?? (1999)
That’s a pretty steamy take if I’ve ever heard one
Capitalists will even sell you communism if it makes them a dime, end result is cryptocurrency is half assed solving a problem that doesn’t really exist.
Like inflation is a great example, you shouldnt have to add modifiers onto its definition, inflation is inflation - bitcoin by design must inflate
Box64 my beloved (performance my downfall😔)