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Liblast is an open-source multiplayer FPS game built with Godot 4 game engine and a fully open-source toolchain.
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Joined December 18, 2022
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@frankiezafe@mastodon.gamedev.place
@frankiezafe@mastodon.gamedev.place any single light will loop (not necessarily noticeably) but the whole composition will never repeat exactly the same because every single light has a different time scale so they are out of sync. Groups of lights could be made to blink in sync (just set the same U coordinate in the UVs). Also: the texture isbdivided into different slices using different patterns, there are also some very simple ones in the red channel on the top - simple 50%, 25% and 12.5% duty cycle pulse.
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@h2n0@mastodon.gamedev.place
@h2n0@mastodon.gamedev.place thanks! I should probably show the shader code as well. It's already on Codeberg in the devel-unfa branch in case anybody wants to read it. The file is called "blinker_shader.gshader".
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@efi@chitter.xyz
@efi@chitter.xyz yes, every row of pixels is stretched to 4 pixels here, for the sake of convenience, and also giving some leeway to artists. Otherwise, texture filtering might cause inter-row bleed which could turn blinking into wandering. I do want to use linear filtering to smooth out the motion, though. The shader has a parameter to apply a harden the threshold to make blinking more snappy. I'm really happy with the result!
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For a long time I wanted to try and make some blinking lights.
"What's so special about that?" I hear you say. Well, you see - real server racks or nuclear power plant control consoles don't blink completely randomly. There's intricate relationships between individual lights, rows of lights, entire racks... and the time factor.
I have created a texture storing 256 different patters. Special UV layout + vertex colors + of course a special shader and we can have this:
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