Impulsing: #devtober Day 7

I have enjoyed working with shaders in Godot. However, I have found I don’t know all the ins and outs of them. That is to be expected when you’re learning something, but it can be frustrating when things start to go wrong in ways that it’s hard to know how to even begin to attack.

I have been living with this odd shader behavior where one component starts to behave erratically when there are a number of pulses on screen. I happened to be reading a bit about the Godot renderer today, and it was talking about how shaders that use alpha are processed differently. This particular component had two shaders with alpha (a nested situation). I finally had an idea to try to solve the problem.

I ended up getting rid of alpha for one shader and repositioning things a bit. That either solved the problem or avoided it such that I don’t see it anymore (“solved”). Either way, I’m happy for now.

But I have a feeling there will be more like this eventually as I explore the boundaries of both my creativity and the engine.

Beyond that, I tweaked the Soojin model some more, after a walk where I contemplated the design a bit more. It may not be perfect this way, but it will be a good start. Then I can see how well it works. Refine or redesign from there.

Day 7 – almost a quarter of the month done. It has been fun so far.

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