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@belzecue
belzecue / 1-pico8-godot-shader.shader
Created November 28, 2024 15:29 — forked from stephanbogner/1-pico8-godot-shader.shader
PICO-8 color palette (or any other) shader for Godot (with the .html file below you can easily adjust the shader to any color palette)
// Adapted from "How to Limit Color Output with Shaders in Godot"
// By TheBuffED
// On https://www.youtube.com/watch?v=Scrdv4oSeNw
// Type of shader https://docs.godotengine.org/en/3.0/tutorials/shading/shading_language.html#shader-types
shader_type canvas_item;
// The shader strength which between 0 (not applied) and 1 (fully applied) because I want to fade the shader in and out
// Can be changed from node via `get_material().set_shader_param("shaderStrength", newValue)`
uniform float shaderStrength = 1.0;
@belzecue
belzecue / bake_morph_textures.py
Created November 21, 2024 14:38 — forked from alexmalyutindev/bake_morph_textures.py
Vertex animation baker for Blender.
# Source
# Vertex animation textures, beanbags and boneless animations
# by Martin Donald
# https://www.youtube.com/watch?v=NQ5Dllbxbz4
import bpy
import bmesh
import mathutils
"""
Based on Calinou's Godot3 movie render script:
https://github.com/Calinou/godot-video-rendering-demo/blob/master/camera.gd
# Copyright © 2019 Hugo Locurcio and contributors - MIT License
# See `LICENSE.md` included in the source distribution for details.
This script asynchronously renders gameplay or camera animation
to PNG files which can then be combined into a video via ffmpeg.
IMPORTANT!
@belzecue
belzecue / catmull-rom.gd
Created June 22, 2024 11:55 — forked from JoelBesada/catmull-rom.gd
Catmull-Rom Spline in GDScript
func catmull_rom_spline(
_points: Array, resolution: int = 10, extrapolate_end_points = true
) -> PackedVector2Array:
var points = _points.duplicate()
if extrapolate_end_points:
points.insert(0, points[0] - (points[1] - points[0]))
points.append(points[-1] + (points[-1] - points[-2]))
var smooth_points := PackedVector2Array()
if points.size() < 4:
@belzecue
belzecue / create_export_pack.sh
Created April 20, 2024 11:41 — forked from pavanpodila/create_export_pack.sh
Export each Git branch as a separate folder
previous_pwd=$PWD
cd $(dirname $0)
PROJECT="$HOME/Desktop/project"
EXPORT_DIR="$HOME/Desktop/export"
rm -rf $EXPORT_DIR
mkdir -p $EXPORT_DIR
/**
* \brief Returns positional offset for a given point as a result of summing 4 gerstner waves
* \param positionWS point in world space
* \param wavelengths wavelength of each of the 4 waves
* \param amplitudes amplitudes of each of the 4 waves
* \param directions direction of each of the 4 waves (each row = one direction). MUST BE NORMALIZED!
* \param speed global speed multiplier. Individual wave speed depends on Wavelength
* \param steepness Gerstner wave 'Steepness' parameter. Modulates the horizontal offset of points
* \param normal returns the normal of given point.
* \return positional offset of the given point
@belzecue
belzecue / text_decal_sdf.shader
Created January 6, 2024 16:39
Godot 3 SDF shader for clear decal edges at low resolutions, as used by Valve
// Generate high-resolution white on black text decal in GIMP and apply Filters > Generic > Distance Map
// then scale down to e.g. 64 pixel height.
// Import decal image into Godot and set:
// Compression mode to lossless
// Filter ON
// Mipmaps ON
// Fix alpha border ON
// Invert color ON (if required)
@belzecue
belzecue / AnimationToPNG.gd
Last active January 1, 2024 17:20
Capture an animation to a PNG sequence, e.g. to turn into an Animated Sprite.
"""
Attach this script to the parent node of an AnimationPlayer.
"""
extends Node2D
export(NodePath) var anim_player_path: NodePath
export(String) var track_name: String
onready var anim_player: AnimationPlayer = get_node(anim_player_path) as AnimationPlayer
onready var tree: SceneTree = get_tree()
class_name RingBuffer extends Reference
"""
Uses simple arrays as ring buffers, passed to these static methods.
Allocates the first two slots for metadata (pointer, queue length).
USAGE:
var rb: Array = RingBuffer.create(5)
@belzecue
belzecue / GdscriptCallSequence.txt
Created November 30, 2023 09:57 — forked from Gnumaru/GdscriptCallSequence.txt
The sequence in which methods and signals gets called in gdscript
# as of godot 4.1
_static_init
_init
_notification 20 Node.NOTIFICATION_SCENE_INSTANTIATED # only on instantiated scene roots
_notification 18 Node.NOTIFICATION_PARENTED
_enter_tree
tree_entered signal
_notification 27 Node.NOTIFICATION_POST_ENTER_TREE
_ready
ready signal