Polygons and polygon accessories #56
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Polygon features are my favorite, although I've never got to experience to do vertex painting with those. If those features can be implemented via the editor alone, I think it has its place in Goost (might be even easier to implement given the C++ part has access to more editor capabilities compared to what GDScript plugins can offer). Normal/specular map painting would be quite useful as well (not sure if related). But if there's something which cannot be done via module alone, I'm afraid that Goost would have to re-implement If you've seen recent additions like |
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@Xrayez I just added an edit to a comment on my clip children issue:
Aside from the obvious engine improvements* my reason for posting this here was I was wondering if a similar bounding-box technique could be used to make all polygons fully compatible with 2D shaders designed for textures (something that can't be done with a dummy texture, such as a glow or border around the object). Though I could see backbuffer being needed (and thus incompatibility with *= in 4.0 fixing the blending of EDIT: Forgot to say if it is possible to add pixel shader support for polygons, it'll be useful if you have an option to grow the bounding box. Because obviously the bounding box is touching some of the vertices and thus your shader will get cut off prematurely. A perfect square would give you NO space for the shader, a square rotated 45 degrees would give you a lot of area for the shader but would cut off the shader at the corners of the square (chamfered square). |
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Currently 2D polygons are usable if you have a very simple style and needs, otherwise the lack of proper editors (and certain features for workflow and capability) makes using the existing capability clunky at best.
For some specific feature suggestions, I have some in-depth ideas/explanation here: https://github.com/godot-extended-libraries/godot-ideas/issues/14
It's in that same thread, but I'll repost it here again, the most artistic thing I've made with polygons:
Note that I'm neither an artist nor a gamedev. I specifically designed it as an example of something that'd be tedious to edit later if you decide you want a different base color (though it will happen with many designs, particularly whenever color is blended in any way or used in complex designs), but I also originally wanted a design on the balloon but gave up on that when it was too complicated working with the mesh trick (for hard-edge colors, such as the hexagon/beach-ball example) to get a design that looked good.
Also, if the capability was there (and I think the ideas in the linked issue thread would be enough) I don't think it'd be too odd to use Godot as a 2D polygonal art program. Particularly as I'm not aware of dedicated software (on Linux at least) that fills that niche. Sure you could do it with Blender and planes, but that's not quite the same (particularly for people who aren't skilled with Blender).
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