Hi everyone! Do you remember the video about detecting edges using the Sobel operator, which we enhanced by using Gaussian blur? One of the drawbacks of Gaussian blur is that it’s somewhat computationally intensive, which can pose some performance issues for our game if we want to apply such an effect in real-time. In this video, I will demonstrate a much faster way to blur our sprite or the entire screen.

  • @FencerDevLogOP
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    12 months ago

    Well, Godot is a lightweight engine, so it doesn’t have almost anything extra built-in. Which is advantageous because the engine itself then takes up negligible space on disk and the editor starts up within seconds, which can’t be said for Unreal. But everyone prefers something different, of course. I mainly wanted to show that implementing your own blur effect can be simpler than it might seem at first glance.

    • @[email protected]
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      12 months ago

      I don’t prefer something other than Godot. I’ve used a number of engines now, and I use what I do bcz I have to spend an inordinate amount of extra time doing stuff in Godot that are just blocks in other engines. It’s not a good use of my time as an Indie dev. I really enjoyed Godot when I first started making games, but once I got serious about making a commercial game I realized it just didn’t have the features I needed. I learned about the missing features from the engine devs themselves when they wrote a post specifically discussing the missing features for AAA games. (Not that I’m trying to make a AAA game). My game is just big enough that level streaming is important for performance.

      • flaeky pancako
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        12 months ago

        @NocturnalMorning @FencerDevLog you really have three options here :

        a) switch engines *highly recommended*

        b) be the change you want in the world , submit patches and try to make godot better

        c) continue to be upset and just complain a lot *definitely most fun option*

        • @[email protected]
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          22 months ago

          Easier said than done. You have to be an engine dev to submit changes, which is a whole other ball game. I spent a week trying to figure out an engine bug with the collisions once, and I couldn’t make heads or tails of the issue. If I started learning the engine code and submitting PR’s, I wouldn’t have any time to actually make games (which is what I want to do)