After that I think I will do some longer ones on using the SurfaceTool and MeshDataTool to generate geometry. Next up will be a small one explaining how to read from the depth buffer. We get people asking questions on discord frequently like "why cant you write your own post-processing shaders in Godot?" And the answer is you can! It just isn't well documented. My current goal is to document more features of Godot that regular users are missing. Users need to be aware of when each step happens, because for certain post-processing effects order matters.Īs with many of the docs I write, the length ended up being much longer than I had hoped, but overall it was shorter than normal. The big difference between the two is that with multi-pass you have to be careful about the render order. The example from the docs is provided below:įor multi-pass post-processing the document explains the relevant differences from single pass post-processing and provides code for a 2-pass blur effect (imaged at the top of this post). In the case of single pass, the documentation walks the user through writing a full screen sobel filter (for edge detection). The two main branches of the doc are single and multi-pass post-processing. The documentation walks the user through implementing a custom post-processing effects in Godot. Sign up to receive occasional Playdate developer updates.A blur shader applied as a post-processing effect Details Catalog is available to all Playdate owners right on their devices, as well as on our website. You can also submit your finished Playdate game to Catalog, our curated selection of games. Playdate owners can sideload these games over a USB connection or wirelessly, through our website. You can sell or share your own Playdate code and compiled game any way you wish: sell it on your website, through an online game store, or another digital-goods marketplace. You can read the Playdate SDK license here. The Playdate SDK and Pulp are provided for free, and you're welcome to use them for whatever project you have in mind. It's not meant to be as full-featured as our SDK, but it's a one-stop editor you can use without installing anything.ĭo I have to pay any licensing fees for the SDK or Pulp? It’s a click-and-place game studio with all the tools you need to build your first game-or your twentieth experiment-in a quirky little environment. With Pulp, you’ll be able to create your art and music use our scripting language, PulpScript and preview your game, all in the browser. Typical SDK features are included: graphics, sound, inputs, text, collisions, etc.Īnother neat option is our web-based game maker, Playdate Pulp. You can write your games using Lua, for ease of development or C, for games that need extra performance or, combine both languages in the same project. It includes a rich set of APIs, a compiler, and documentation. The Playdate SDK is the best way for experienced developers to use every capability of the Playdate. What's the difference between the Playdate SDK and Pulp? There won’t be any special hardware that you’ll need for this. Good news: any Playdate can be used to develop games for the platform. Our small, yellow console-with-a-crank is the perfect platform for indie games of all kinds, made by people of all kinds. Playdate is a brand-new handheld game system, shipping soon. Questions & answers about making games for Playdate
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