Value Noise Derivatives - Procedural GPU Patterns
Catlike Coding Godot adds a variant smooth01() helper for value-noise sampling in Godot shaders, letting developers choose linear, smooth, or smoother blending. The practical win is control: use...
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Catlike Coding Godot adds a variant smooth01() helper for value-noise sampling in Godot shaders, letting developers choose linear, smooth, or smoother blending. The practical win is control: use...
Catlike Coding Godot shows how folding time into a GPU hash makes procedural octaves animate in lockstep, but not smoothly. With temporal lacunarity set to 2, the second octave updates …
Stride CLI 1.0.0 lands with a few practical workflow upgrades for engine users, especially teams maintaining older 4.0–4.3 projects. The release adds legacy shader-code generation, improves upgrade...
Fractal wave shaders are getting a practical tuning knob: octave count. The setup uses a uniform int with a minimum of 1 and a default of 1, while allowing up …
A configurable GPU pattern shader is being pushed further with per-vertex vs per-fragment color sampling, per-vertex derivative evaluation, and a switch to disable vertex displacement entirely. For...
Defold’s May 2026 newsletter is mostly a practical roundup: a new foundation partner, two upcoming community meetups in Europe, several fresh games and extensions, and a notable engine release. The...
Kenney.nl has released a new 2D VFX pack featuring 150 light masks, which can significantly enhance visual effects in games. This resource is particularly valuable for artists and designers looking...
Microsoft's latest initiative aims to eliminate the frustrating wait times for shader compilation in PC gaming. By leveraging Advanced Shader Delivery, developers can precompile shaders for various...
Ogre 14.5 introduces significant enhancements for graphics programmers, particularly with its support for automated linear workflows and unified shader precision. These updates streamline the...
We want to have exchangeable equipment on our character The goal is to give our players various items to choose from. For this example, our players will choose a weapon, …
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